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authorIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
committerIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
commit425decdf7e9284d15aa726e3ae96b9942fb0e3ea (patch)
tree6c0dd7edfefff1be7b9e75fe0b3a0a85fe1595f3 /make-macosx-app.sh
parentccb0b2e4d6674a7a00c9bf491f08fc73b6898c54 (diff)
create tremded branch
Diffstat (limited to 'make-macosx-app.sh')
-rw-r--r--make-macosx-app.sh345
1 files changed, 345 insertions, 0 deletions
diff --git a/make-macosx-app.sh b/make-macosx-app.sh
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+#!/bin/bash
+
+# Let's make the user give us a target to work with.
+# architecture is assumed universal if not specified, and is optional.
+# if arch is defined, it we will store the .app bundle in the target arch build directory
+if [ $# == 0 ] || [ $# -gt 2 ]; 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
+ exit 1
+fi
+
+# validate target name
+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=""
+
+# validate the architecture if it was specified
+if [ "$2" != "" ]; then
+ if [ "$2" == "x86" ]; then
+ CURRENT_ARCH="x86"
+ elif [ "$2" == "x86_64" ]; then
+ CURRENT_ARCH="x86_64"
+ else
+ echo "Invalid architecture: $2"
+ echo "Valid architectures are:"
+ echo " x86"
+ echo " x86_64"
+ echo
+ exit 1
+ fi
+fi
+
+# symlinkArch() creates a symlink with the architecture suffix.
+# meant for universal binaries, but also handles the way this script generates
+# application bundles for a single architecture as well.
+function symlinkArch()
+{
+ EXT="dylib"
+ SEP="${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"`
+ IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
+
+ if [ "${IS32}" != "" ]; then
+ if [ ! -L "${DSTFILE}.${EXT}" ]; then
+ ln -s "${SRCFILE}.${EXT}" "${DSTFILE}.${EXT}"
+ fi
+ elif [ -L "${DSTFILE}.${EXT}" ]; then
+ rm "${DSTFILE}.${EXT}"
+ fi
+
+ if [ "${IS64}" != "" ]; then
+ if [ ! -L "${DSTFILE}.${EXT}" ]; then
+ ln -s "${SRCFILE}.${EXT}" "${DSTFILE}.${EXT}"
+ fi
+ elif [ -L "${DSTFILE}.${EXT}" ]; then
+ rm "${DSTFILE}.${EXT}"
+ fi
+
+ popd > /dev/null
+}
+
+SEARCH_ARCHS=" \
+ x86 \
+ x86_64 \
+"
+
+HAS_LIPO=`command -v lipo`
+HAS_CP=`command -v cp`
+
+# if lipo is not available, we cannot make a universal binary, print a warning
+if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
+ CURRENT_ARCH=`uname -m`
+ if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
+ echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
+fi
+
+# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
+if [ "${CURRENT_ARCH}" != "" ]; then
+ SEARCH_ARCHS="${CURRENT_ARCH}"
+fi
+
+AVAILABLE_ARCHS=""
+
+IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
+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="gpp"
+
+CGAME="cgame"
+GAME="game"
+UI="ui"
+
+RENDERER_OPENGL="renderer_opengl"
+
+DEDICATED_NAME="tremded"
+
+CGAME_NAME="${CGAME}.dylib"
+GAME_NAME="${GAME}.dylib"
+UI_NAME="${UI}.dylib"
+
+GIT_REV=$(git describe --tags)
+VMS_PK3="vms-${GIT_REV}.pk3"
+DATA_PK3="data-${GIT_REV}.pk3"
+
+RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
+RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
+
+ICNSDIR="misc"
+ICNS="Tremulous.icns"
+PKGINFO="APPLIOQ3"
+
+OBJROOT="build"
+#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
+PRODUCT_NAME="Tremulous"
+WRAPPER_EXTENSION="app"
+WRAPPER_NAME="${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="tremulous"
+
+# loop through the architectures to build string lists for each universal binary
+for ARCH in $SEARCH_ARCHS; do
+ CURRENT_ARCH=${ARCH}
+ BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
+ IOQ3_CLIENT="${EXECUTABLE_NAME}"
+ IOQ3_SERVER="${DEDICATED_NAME}"
+ IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1.dylib"
+ IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2.dylib"
+ IOQ3_CGAME="${CGAME}.dylib"
+ IOQ3_GAME="${GAME}.dylib"
+ IOQ3_UI="${UI}.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
+
+ #echo "valid arch: ${ARCH}"
+done
+
+# final preparations and checks before attempting to make the application bundle
+cd `dirname $0`
+
+if [ ! -f Makefile ]; then
+ echo "$0 must be run from the ioquake3 build directory `dirname $0`"
+ exit 1
+fi
+
+if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
+ echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
+ exit 1
+fi
+
+# set the final application bundle output directory
+if [ "${2}" == "" ]; then
+ BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
+ if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
+ mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
+ fi
+else
+ BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
+fi
+
+BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
+
+
+# here we go
+echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
+echo "with architectures:"
+for ARCH in ${VALID_ARCHS}; do
+ echo " ${ARCH}"
+done
+echo ""
+
+# make the application bundle directories
+if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
+ mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
+fi
+if [ ! -d ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} ]; then
+ mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1;
+fi
+
+# copy and generate some application bundle resources
+cp external/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
+cp ${ICNSDIR}/${ICNS} ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS || exit 1;
+cp "${BUILT_PRODUCTS_DIR}/${BASEDIR}/${VMS_PK3}" "${BUNDLEBINDIR}/${BASEDIR}/${VMS_PK3}"
+cp "${BUILT_PRODUCTS_DIR}/${BASEDIR}/${DATA_PK3}" "${BUNDLEBINDIR}/${BASEDIR}/${DATA_PK3}"
+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>${EXECUTABLE_NAME}</string>
+ <key>CFBundleIconFile</key>
+ <string>${ICNS}</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>${IOQ3_VERSION}</string>
+ <key>CFBundleSignature</key>
+ <string>????</string>
+ <key>CFBundleVersion</key>
+ <string>${IOQ3_VERSION}</string>
+ <key>CGDisableCoalescedUpdates</key>
+ <true/>
+ <key>LSMinimumSystemVersion</key>
+ <string>${MACOSX_DEPLOYMENT_TARGET}</string>
+ <key>NSHumanReadableCopyright</key>
+ <string>Copyright © 1999-2015 Id Software LLC, a ZeniMax Media company, ioquake3, Darklegion Development, GrangerHub, and Tremulous community contributors.</string>
+ <key>NSPrincipalClass</key>
+ <string>NSApplication</string>
+</dict>
+</plist>
+" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
+
+# action takes care of generating universal binaries if lipo is available
+# otherwise, it falls back to using a simple copy, expecting the first item in
+# the second parameter list to be the desired architecture
+function action()
+{
+ COMMAND=""
+
+ if [ -x "${HAS_LIPO}" ]; then
+ COMMAND="${HAS_LIPO} -create -o"
+ $HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
+ elif [ -x ${HAS_CP} ]; then
+ COMMAND="${HAS_CP}"
+ SRC="${2// */}" # in case there is a list here, use only the first item
+ $HAS_CP "${SRC}" "${1}"
+ else
+ "$0 cannot create an application bundle."
+ exit 1
+ fi
+
+ #echo "${COMMAND}" "${1}" "${2}"
+}
+
+#
+# the meat of universal binary creation
+# destination file names do not have architecture suffix.
+# action will handle merging universal binaries if supported.
+# symlink appropriate architecture names for universal (fat) binary support.
+#
+
+# executables
+action ${BUNDLEBINDIR}/${EXECUTABLE_NAME} "${IOQ3_CLIENT_ARCHS}"
+action ${BUNDLEBINDIR}/${DEDICATED_NAME} "${IOQ3_SERVER_ARCHS}"
+
+# renderers
+action ${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME} "${IOQ3_RENDERER_GL1_ARCHS}"
+action ${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME} "${IOQ3_RENDERER_GL2_ARCHS}"
+#symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
+#symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
+
+# game
+action ${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME} "${IOQ3_CGAME_ARCHS}"
+action ${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME} "${IOQ3_GAME_ARCHS}"
+action ${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME} "${IOQ3_UI_ARCHS}"
+symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
+symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
+symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"