mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
bug 5986 - Configure jenkins to spit out mac .app
https://bugzilla.icculus.org/show_bug.cgi?id=5986 Created make-macosx-app.sh to handle manually creating an app bundle from other scripts. Updated make-macosx.sh to create bundle with make-macosx-app.sh (TODO: make-macosx-ub.sh support). Updated Makefile to create bundle with make-macosx-app.sh and zip up the resulting ioquake3.app if ARCHIVE is defined.
This commit is contained in:
parent
3cd8b49713
commit
260233d4ec
5 changed files with 361 additions and 62 deletions
14
Makefile
14
Makefile
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@ -1205,6 +1205,9 @@ endif
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NAKED_TARGETS=$(shell echo $(TARGETS) | sed -e "s!$(B)/!!g")
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MACOSX_TARGET_STRING=$(shell if [ "$(B)" == "$(BR)" ]; then echo "release"; elif [ "$(B)" == "$(BD)" ]; then echo "debug"; fi)
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MACOSX_MAKE_APP=@if [ -x "./make-macosx-app.sh" ]; then "./make-macosx-app.sh" $(MACOSX_TARGET_STRING) $(ARCH); fi
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print_list=@for i in $(1); \
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do \
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echo " $$i"; \
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@ -1259,9 +1262,18 @@ ifneq ($(TARGETS),)
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endif
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$(B).zip: $(TARGETS)
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ifdef ARCHIVE
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ifeq ($(PLATFORM),darwin)
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ifdef ARCHIVE
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$(call MACOSX_MAKE_APP)
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@rm -f $@
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@(if [ -d "$(B)/ioquake3.app" ]; then cd $(B) && zip --symlinks -r9 ../../$@ `find "ioquake3.app" -print | sed -e "s!$(B)/!!g"`; fi)
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endif
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endif
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ifneq ($(PLATFORM),darwin)
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ifdef ARCHIVE
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@rm -f $@
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@(cd $(B) && zip -r9 ../../$@ $(NAKED_TARGETS))
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endif
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endif
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makedirs:
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@ -1,6 +1,9 @@
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#!/bin/bash
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UNAME=`uname`
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MASTER_DIR=`dirname $0`
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BUILD_DEFAULT="release"
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cd ${MASTER_DIR}
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if [ "$OPTIONS" = "all_options" ];
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@ -9,7 +12,20 @@ then
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export USE_FREETYPE=1
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fi
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CORES=`awk '/^processor/ { N++} END { print N }' /proc/cpuinfo`
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if [ "$UNAME" == "Darwin" ]; then
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CORES=`sysctl -n hw.ncpu`
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elif [ "$UNAME" == "Linux" ]; then
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CORES=`awk '/^processor/ { N++} END { print N }' /proc/cpuinfo`
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fi
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echo "platform : ${UNAME}"
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echo "cores : ${CORES}"
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if [ "${BUILD_TYPE}" == "" ]; then
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BUILD_TYPE="${BUILD_DEFAULT}"
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echo "build type : defaulting to ${BUILD_TYPE}"
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else
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echo "build type : ${BUILD_TYPE}"
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fi
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make -j${CORES} distclean ${BUILD_TYPE}
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328
make-macosx-app.sh
Executable file
328
make-macosx-app.sh
Executable file
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@ -0,0 +1,328 @@
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#!/bin/sh
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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}'\c"
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echo " with architectures: \c"
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for ARCH in ${VALID_ARCHS}; do
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echo "${ARCH} \c"
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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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# executables
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lipo -create -o ${BUNDLEDIR}/${EXECUTABLE_NAME} ${IOQ3_CLIENT_ARCHS}
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lipo -create -o ${BUNDLEDIR}/${DEDICATED_NAME} ${IOQ3_SERVER_ARCHS}
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# renderers
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lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL1_NAME} ${IOQ3_RENDERER_GL1_ARCHS}
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lipo -create -o ${BUNDLEDIR}/${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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lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${CGAME_NAME} ${IOQ3_CGAME_ARCHS}
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lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${GAME_NAME} ${IOQ3_GAME_ARCHS}
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lipo -create -o ${BUNDLEDIR}/${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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lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${CGAME_NAME} ${IOQ3_MP_CGAME_ARCHS}
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lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${GAME_NAME} ${IOQ3_MP_GAME_ARCHS}
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lipo -create -o ${BUNDLEDIR}/${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}/${MISSIONPACKDIR}"
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@ -34,7 +34,6 @@ APPBUNDLE=ioquake3.app
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BINARY=ioquake3.${BUILDARCH}
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DEDBIN=ioq3ded.${BUILDARCH}
|
||||
PKGINFO=APPLIOQ3
|
||||
ICNS=misc/quake3.icns
|
||||
DESTDIR=build/release-darwin-${BUILDARCH}
|
||||
BASEDIR=baseq3
|
||||
MPACKDIR=missionpack
|
||||
|
@ -107,61 +106,5 @@ if [ -d build/release-darwin-${BUILDARCH} ]; then
|
|||
fi
|
||||
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
|
||||
|
||||
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
|
||||
|
||||
|
||||
cp $BIN_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
|
||||
cp $BIN_DEDOBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
|
||||
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/
|
||||
cp code/libs/macosx/*.dylib $DESTDIR
|
||||
|
||||
# use the following shell script to build an application bundle
|
||||
"./make-macosx-app.sh" release ${BUILDARCH}
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>90dcf34-2013-07-17</string>
|
||||
<string>3cd8b49-2013-07-17</string>
|
||||
<key>CGDisableCoalescedUpdates</key>
|
||||
<true/>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
|
|
Loading…
Reference in a new issue