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-rwxr-xr-xmake-macosx-app.sh328
1 files changed, 328 insertions, 0 deletions
diff --git a/make-macosx-app.sh b/make-macosx-app.sh
new file mode 100755
index 00000000..168109bb
--- /dev/null
+++ b/make-macosx-app.sh
@@ -0,0 +1,328 @@
+#!/bin/sh
+
+# Let's make the user give us a target to work with
+# architecture is optional
+# if used, 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 " ppc"
+ echo
+ exit 1
+fi
+
+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=""
+
+if [ "$2" != "" ]; then
+ if [ "$2" == "x86" ]; then
+ CURRENT_ARCH="x86"
+ elif [ "$2" == "x86_64" ]; then
+ CURRENT_ARCH="x86_64"
+ elif [ "$2" == "ppc" ]; then
+ CURRENT_ARCH="ppc"
+ else
+ echo "Invalid architecture: $1"
+ echo "Valid architectures are:"
+ echo " x86"
+ echo " x86_64"
+ echo " ppc"
+ echo
+ exit 1
+ fi
+fi
+
+function symlinkArch()
+{
+ EXT="dylib"
+ SEP="${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" | awk '{print $NF}'`
+ IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64" | awk '{print $NF}'`
+ ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc" | awk '{print $NF}'`
+
+ if [ "${IS32}" == "i386" ]; then
+ if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
+ ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
+ fi
+ elif [ -L "${DSTFILE}x86.${EXT}" ]; then
+ rm "${DSTFILE}x86.${EXT}"
+ fi
+
+ if [ "${IS64}" == "x86_64" ]; then
+ if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
+ ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
+ fi
+ elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
+ rm "${DSTFILE}x86_64.${EXT}"
+ fi
+
+ if [ "${ISPPC}" == "ppc" ]; then
+ if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
+ ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
+ fi
+ elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
+ rm "${DSTFILE}ppc.${EXT}"
+ fi
+
+ popd > /dev/null
+}
+
+SEARCH_ARCHS=" \
+ x86 \
+ x86_64 \
+ ppc \
+"
+
+# if the optional arch parameter is used, we'll set CURRENT_ARCH
+if [ "${CURRENT_ARCH}" != "" ]; then
+ SEARCH_ARCHS="${CURRENT_ARCH}"
+fi
+
+AVAILABLE_ARCHS=""
+
+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="baseq3"
+MISSIONPACKDIR="missionpack"
+
+CGAME="cgame"
+GAME="qagame"
+UI="ui"
+
+RENDERER_OPENGL="renderer_opengl"
+
+DEDICATED_NAME="ioq3ded"
+
+CGAME_NAME="${CGAME}.dylib"
+GAME_NAME="${GAME}.dylib"
+UI_NAME="${UI}.dylib"
+
+RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
+RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
+
+ICNSDIR="misc"
+ICNS="quake3_flat.icns"
+PKGINFO="APPLIOQ3"
+
+OBJROOT="build"
+#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
+PRODUCT_NAME="ioquake3"
+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="${CONTENTS_FOLDER_PATH}/MacOS"
+EXECUTABLE_NAME="${PRODUCT_NAME}"
+
+for ARCH in $SEARCH_ARCHS; do
+ CURRENT_ARCH=${ARCH}
+ BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
+ IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
+ IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
+ IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
+ IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
+ IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
+ IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
+ IOQ3_UI="${UI}${CURRENT_ARCH}.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
+ # missionpack
+ if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_CGAME} ]; then
+ IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
+ fi
+ if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_GAME} ]; then
+ IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
+ fi
+ if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then
+ IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
+ fi
+done
+
+if [ "${2}" == "" ]; then
+ BUILT_PRODUCTS_DIR="${OBJROOT}"
+else
+ BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
+fi
+
+cd `dirname $0`
+
+if [ ! -f Makefile ]; then
+ echo "$0 must be run from the ioquake3 build directory"
+ exit 1
+fi
+
+Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
+
+if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
+ echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
+ exit 1
+else
+ echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'\c"
+ echo " with architectures: \c"
+ for ARCH in ${VALID_ARCHS}; do
+ echo "${ARCH} \c"
+ done
+ echo ""
+fi
+
+
+if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
+ mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
+fi
+if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR ]; then
+ mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR || 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
+
+cp ${ICNSDIR}/${ICNS} ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS || exit 1;
+
+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>${EXECUTABLE_NAME}</string>
+ <key>CFBundleIconFile</key>
+ <string>quake3_flat</string>
+ <key>CFBundleIdentifier</key>
+ <string>org.ioquake.${PRODUCT_NAME}</string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleName</key>
+ <string>${PRODUCT_NAME}</string>
+ <key>CFBundlePackageType</key>
+ <string>APPL</string>
+ <key>CFBundleShortVersionString</key>
+ <string>${Q3_VERSION}</string>
+ <key>CFBundleSignature</key>
+ <string>????</string>
+ <key>CFBundleVersion</key>
+ <string>${Q3_VERSION}</string>
+ <key>CGDisableCoalescedUpdates</key>
+ <true/>
+ <key>LSMinimumSystemVersion</key>
+ <string>${MACOSX_DEPLOYMENT_TARGET}</string>
+ <key>NSHumanReadableCopyright</key>
+ <string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
+ <key>NSPrincipalClass</key>
+ <string>NSApplication</string>
+</dict>
+</plist>
+" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
+
+cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
+
+#
+# use lipo to create a universal binary in to the appropriate bundle location
+# then symlink appropriate architecture names for universal (fat) binary support
+#
+BUNDLEDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
+
+# executables
+lipo -create -o ${BUNDLEDIR}/${EXECUTABLE_NAME} ${IOQ3_CLIENT_ARCHS}
+lipo -create -o ${BUNDLEDIR}/${DEDICATED_NAME} ${IOQ3_SERVER_ARCHS}
+
+# renderers
+lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL1_NAME} ${IOQ3_RENDERER_GL1_ARCHS}
+lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL2_NAME} ${IOQ3_RENDERER_GL2_ARCHS}
+symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEDIR}"
+symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEDIR}"
+
+# game
+lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${CGAME_NAME} ${IOQ3_CGAME_ARCHS}
+lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${GAME_NAME} ${IOQ3_GAME_ARCHS}
+lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${UI_NAME} ${IOQ3_UI_ARCHS}
+symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${BASEDIR}"
+symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${BASEDIR}"
+symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${BASEDIR}"
+
+# missionpack
+lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${CGAME_NAME} ${IOQ3_MP_CGAME_ARCHS}
+lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${GAME_NAME} ${IOQ3_MP_GAME_ARCHS}
+lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${UI_NAME} ${IOQ3_MP_UI_ARCHS}
+symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
+symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
+symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"