diff options
Diffstat (limited to 'make-macosx-app.sh')
-rwxr-xr-x | make-macosx-app.sh | 353 |
1 files changed, 0 insertions, 353 deletions
diff --git a/make-macosx-app.sh b/make-macosx-app.sh deleted file mode 100755 index cea20967..00000000 --- a/make-macosx-app.sh +++ /dev/null @@ -1,353 +0,0 @@ -#!/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 " ppc" - 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" - elif [ "$2" == "ppc" ]; then - CURRENT_ARCH="ppc" - else - echo "Invalid architecture: $2" - echo "Valid architectures are:" - echo " x86" - echo " x86_64" - echo " ppc" - echo - exit 1 - fi -fi - -# symlinkArch() creates a symlink with the architecture suffix. -# meant for universal binaries, but also handles the way this script generates -# application bundles for a single architecture as well. -function symlinkArch() -{ - EXT="dylib" - SEP="${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"` - ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"` - - if [ "${IS32}" != "" ]; then - if [ ! -L "${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}" != "" ]; 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 [ "${ISPPC}" != "" ]; then - if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then - ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}" - fi - elif [ -L "${DSTFILE}ppc.${EXT}" ]; then - rm "${DSTFILE}ppc.${EXT}" - fi - - popd > /dev/null -} - -SEARCH_ARCHS=" \ - x86 \ - x86_64 \ - ppc \ -" - -HAS_LIPO=`command -v lipo` -HAS_CP=`command -v cp` - -# if lipo is not available, we cannot make a universal binary, print a warning -if [ ! -x "${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="base" - -CGAME="cgame" -GAME="game" -UI="ui" - -RENDERER_OPENGL="renderer_opengl" - -DEDICATED_NAME="tremded" - -CGAME_NAME="${CGAME}.dylib" -GAME_NAME="${GAME}.dylib" -UI_NAME="${UI}.dylib" - -RENDERER_OPENGL1_NAME="${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}.${CURRENT_ARCH}" - IOQ3_SERVER="${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 - - #echo "valid arch: ${ARCH}" -done - -# final preparations and checks before attempting to make the application bundle -cd `dirname $0` - -if [ ! -f Makefile ]; then - echo "$0 must be run from the ioquake3 build directory" - exit 1 -fi - -if [ "${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 src/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH} -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>${EXECUTABLE_NAME}</string> - <key>CFBundleIconFile</key> - <string>${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, 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}" |