mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 06:01:10 +00:00
376 lines
12 KiB
Bash
Executable file
376 lines
12 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 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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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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# 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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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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# 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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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: $2"
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echo "Valid architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo
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exit 1
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fi
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fi
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# symlinkArch() creates a symlink with the architecture suffix.
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# meant for universal binaries, but also handles the way this script generates
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# application bundles for a single architecture as well.
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function symlinkArch()
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{
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EXT="dylib"
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SEP="${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"`
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IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
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ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
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if [ "${IS32}" != "" ]; then
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if [ ! -L "${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}" != "" ]; 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 [ "${ISPPC}" != "" ]; then
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if [ ! -L "${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.${EXT}"
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fi
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popd > /dev/null
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}
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SEARCH_ARCHS=" \
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x86 \
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x86_64 \
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ppc \
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"
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HAS_LIPO=`command -v lipo`
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HAS_CP=`command -v cp`
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# if lipo is not available, we cannot make a universal binary, print a warning
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if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
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CURRENT_ARCH=`uname -m`
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if [ "${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_RENDERER_PREFIX=`grep '^RENDERER_PREFIX=' 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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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="${IOQ3_RENDERER_PREFIX}opengl"
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EXECUTABLE_NAME="liliumvoyhm"
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DEDICATED_NAME="liliumvoyded"
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CGAME_NAME="${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="lilium.icns"
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PKGINFO="APPL????"
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OBJROOT="build"
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#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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PRODUCT_NAME="Lilium Voyager"
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WRAPPER_EXTENSION="app"
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WRAPPER_NAME="${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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# 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-${CURRENT_ARCH}"
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IOQ3_CLIENT="${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 ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ]; then
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IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ]; then
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IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ]; then
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IOQ3_MP_UI_ARCHS="${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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# 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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echo "$0 must be run from the ioquake3 build directory"
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exit 1
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fi
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if [ "${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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# 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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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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# 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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<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>${EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>lilium</string>
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<key>CFBundleIdentifier</key>
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<string>moe.clover.${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>${PRODUCT_NAME}</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>${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>${IOQ3_VERSION}</string>
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<key>CGDisableCoalescedUpdates</key>
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<true/>
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<key>LSMinimumSystemVersion</key>
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<string>${MACOSX_DEPLOYMENT_TARGET}</string>
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<key>NSHumanReadableCopyright</key>
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<string>${PRODUCT_NAME} Copyright © 1999-2005 id Software, 2005-2018 ioquake3 contributors.</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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# 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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COMMAND=""
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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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"$0 cannot create an application bundle."
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exit 1
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fi
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#echo "${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 ${BUNDLEBINDIR}/${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 ${BUNDLEBINDIR}/${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 ${BUNDLEBINDIR}/${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 ${BUNDLEBINDIR}/${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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