mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-24 05:01:40 +00:00
344 lines
10 KiB
Bash
Executable file
344 lines
10 KiB
Bash
Executable file
#!/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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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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echo "Valid targets are:"
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echo " release"
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echo " debug"
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echo
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echo "Optional architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo
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exit 1
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fi
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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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TARGET_NAME="debug"
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else
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echo "Invalid target: $1"
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echo "Valid targets are:"
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echo " release"
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echo " debug"
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exit 1
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fi
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CURRENT_ARCH=""
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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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elif [ "$2" == "x86_64" ]; then
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CURRENT_ARCH="x86_64"
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elif [ "$2" == "ppc" ]; then
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CURRENT_ARCH="ppc"
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else
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echo "Invalid architecture: $1"
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echo "Valid architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo
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exit 1
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fi
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fi
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function symlinkArch()
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{
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EXT="dylib"
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SEP="${3}"
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SRCFILE="${1}"
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DSTFILE="${2}${SEP}"
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DSTPATH="${4}"
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if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
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echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
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exit 1
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fi
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if [ ! -d "${DSTPATH}" ]; then
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echo "**** ERROR: path not found ${DSTPATH}"
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exit 1
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fi
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pushd "${DSTPATH}" > /dev/null
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IS32=`file "${SRCFILE}.${EXT}" | grep "i386" | awk '{print $NF}'`
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IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64" | awk '{print $NF}'`
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ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc" | awk '{print $NF}'`
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if [ "${IS32}" == "i386" ]; then
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if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
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fi
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elif [ -L "${DSTFILE}x86.${EXT}" ]; then
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rm "${DSTFILE}x86.${EXT}"
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fi
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if [ "${IS64}" == "x86_64" ]; then
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if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
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fi
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elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
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rm "${DSTFILE}x86_64.${EXT}"
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fi
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if [ "${ISPPC}" == "ppc" ]; then
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if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
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fi
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elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
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rm "${DSTFILE}ppc.${EXT}"
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fi
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popd > /dev/null
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}
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SEARCH_ARCHS=" \
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x86 \
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x86_64 \
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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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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_CLIENT_ARCHS=""
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IOQ3_SERVER_ARCHS=""
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IOQ3_RENDERER_GL1_ARCHS=""
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IOQ3_RENDERER_GL2_ARCHS=""
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IOQ3_CGAME_ARCHS=""
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IOQ3_GAME_ARCHS=""
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IOQ3_UI_ARCHS=""
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IOQ3_MP_CGAME_ARCHS=""
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IOQ3_MP_GAME_ARCHS=""
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IOQ3_MP_UI_ARCHS=""
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BASEDIR="baseq3"
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MISSIONPACKDIR="missionpack"
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CGAME="cgame"
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GAME="qagame"
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UI="ui"
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RENDERER_OPENGL="renderer_opengl"
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DEDICATED_NAME="ioq3ded"
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CGAME_NAME="${CGAME}.dylib"
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GAME_NAME="${GAME}.dylib"
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UI_NAME="${UI}.dylib"
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RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
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RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
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ICNSDIR="misc"
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ICNS="quake3_flat.icns"
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PKGINFO="APPLIOQ3"
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OBJROOT="build"
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#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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PRODUCT_NAME="ioquake3"
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WRAPPER_EXTENSION="app"
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WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
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CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
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UNLOCALIZED_RESOURCES_FOLDER_PATH="${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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for ARCH in $SEARCH_ARCHS; do
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CURRENT_ARCH=${ARCH}
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
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IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
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IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
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IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
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IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
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IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
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IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
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if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
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CURRENT_ARCH=""
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BUILT_PRODUCTS_DIR=""
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continue
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fi
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# executables
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
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IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
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VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
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else
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continue
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
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IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
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fi
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# renderers
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
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IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
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IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
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fi
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# game
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
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IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
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IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
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IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
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fi
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# missionpack
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_CGAME} ]; then
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IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_GAME} ]; then
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IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
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fi
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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} ${IOQ3_MP_UI_ARCHS}"
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fi
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done
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if [ "${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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cd `dirname $0`
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if [ ! -f Makefile ]; then
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echo "$0 must be run from the ioquake3 build directory"
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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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else
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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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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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if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR ]; then
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mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR || exit 1;
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fi
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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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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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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>quake3_flat</string>
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<key>CFBundleIdentifier</key>
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<string>org.ioquake.${PRODUCT_NAME}</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>${PRODUCT_NAME}</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>${Q3_VERSION}</string>
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<key>CFBundleSignature</key>
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<string>????</string>
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<key>CFBundleVersion</key>
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<string>${Q3_VERSION}</string>
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<key>CGDisableCoalescedUpdates</key>
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<true/>
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<key>LSMinimumSystemVersion</key>
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<string>${MACOSX_DEPLOYMENT_TARGET}</string>
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<key>NSHumanReadableCopyright</key>
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<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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</dict>
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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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function action()
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{
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#echo "action ${1} ${2}"
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if [ -x "/usr/bin/lipo" ]; then
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lipo -create -o "${1}" "${2}"
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#elif [ "/usr/bin/libtool" ]; then
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#libtool -dynamic -o ${1} ${2}
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else
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cp "${2}" "${1}"
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fi
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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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# 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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# 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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# 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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