From 425decdf7e9284d15aa726e3ae96b9942fb0e3ea Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Sun, 16 Feb 2020 03:40:06 +0000 Subject: create tremded branch --- make-macosx-app.sh | 345 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 345 insertions(+) create mode 100644 make-macosx-app.sh (limited to 'make-macosx-app.sh') diff --git a/make-macosx-app.sh b/make-macosx-app.sh new file mode 100644 index 0000000..05a72bb --- /dev/null +++ b/make-macosx-app.sh @@ -0,0 +1,345 @@ +#!/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 " + 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 " + + + + CFBundleDevelopmentRegion + en + CFBundleExecutable + ${EXECUTABLE_NAME} + CFBundleIconFile + ${ICNS} + CFBundleIdentifier + org.ioquake.${PRODUCT_NAME} + CFBundleInfoDictionaryVersion + 6.0 + CFBundleName + ${PRODUCT_NAME} + CFBundlePackageType + APPL + CFBundleShortVersionString + ${IOQ3_VERSION} + CFBundleSignature + ???? + CFBundleVersion + ${IOQ3_VERSION} + CGDisableCoalescedUpdates + + LSMinimumSystemVersion + ${MACOSX_DEPLOYMENT_TARGET} + NSHumanReadableCopyright + Copyright © 1999-2015 Id Software LLC, a ZeniMax Media company, ioquake3, Darklegion Development, GrangerHub, and Tremulous community contributors. + NSPrincipalClass + NSApplication + + +" > ${BUILT_PRODUCTS_DIR}/${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}" -- cgit