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make-macosx-app.sh
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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 " ppc"
echo " arm64"
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"
elif [ "$2" == "arm64" ]; then
CURRENT_ARCH="arm64"
else
echo "Invalid architecture: $2"
echo "Valid architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo " arm64"
echo
exit 1
fi
fi
# symlinkArch() creates a symlink with the architecture suffix.
# meant for universal binaries, but also handles the way this script generates
# application bundles for a single architecture as well.
function symlinkArch()
{
EXT="dylib"
SEP="${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"`
ISARM=`file "${SRCFILE}.${EXT}" | grep "arm64"`
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.${EXT}"
fi
if [ "${ISARM}" != "" ]; then
if [ ! -L "${DSTFILE}arm64.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}arm64.${EXT}"
fi
elif [ -L "${DSTFILE}arm64.${EXT}" ]; then
rm "${DSTFILE}arm64.${EXT}"
fi
popd > /dev/null
}
SEARCH_ARCHS=" \
x86 \
x86_64 \
ppc \
arm64 \
"
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="${CURRENT_ARCH}"
fi
# select SDL run-time dylib
if [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.5" ] \
|| [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.6" ] \
|| [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.7" ] \
|| [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.8" ]; then
UNIVERSAL_BINARY=1
else
UNIVERSAL_BINARY=2
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="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}"
PROTOCOL_HANDLER="quake3"
# 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
# missionpack
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ]; then
IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ]; then
IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ]; then
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_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 [ "${2}" == "" ]; then
if [ -n "${MACOSX_DEPLOYMENT_TARGET_ARM64}" ]; then
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal2"
else
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
fi
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}/${EXECUTABLE_FOLDER_PATH}/$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
# copy and generate some application bundle resources
if [ $UNIVERSAL_BINARY -eq 2 ]; then
cp code/libs/macosx-ub2/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
else
cp code/libs/macosx-ub/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
fi
cp ${ICNSDIR}/${ICNS} "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS" || exit 1;
echo -n ${PKGINFO} > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo" || exit 1;
# create Info.Plist
PLIST="<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${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>${IOQ3_VERSION}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${IOQ3_VERSION}</string>
<key>CGDisableCoalescedUpdates</key>
<true/>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>"
if [ -n "${MACOSX_DEPLOYMENT_TARGET_PPC}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_X86}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_X86_64}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_ARM64}" ]; then
PLIST="${PLIST}
<key>LSMinimumSystemVersionByArchitecture</key>
<dict>"
if [ -n "${MACOSX_DEPLOYMENT_TARGET_PPC}" ]; then
PLIST="${PLIST}
<key>ppc</key>
<string>${MACOSX_DEPLOYMENT_TARGET_PPC}</string>"
fi
if [ -n "${MACOSX_DEPLOYMENT_TARGET_X86}" ]; then
PLIST="${PLIST}
<key>i386</key>
<string>${MACOSX_DEPLOYMENT_TARGET_X86}</string>"
fi
if [ -n "${MACOSX_DEPLOYMENT_TARGET_X86_64}" ]; then
PLIST="${PLIST}
<key>x86_64</key>
<string>${MACOSX_DEPLOYMENT_TARGET_X86_64}</string>"
fi
if [ -n "${MACOSX_DEPLOYMENT_TARGET_ARM64}" ]; then
PLIST="${PLIST}
<key>arm64</key>
<string>${MACOSX_DEPLOYMENT_TARGET_ARM64}</string>"
fi
PLIST="${PLIST}
</dict>"
fi
if [ -n "${PROTOCOL_HANDLER}" ]; then
PLIST="${PLIST}
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleURLName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleURLSchemes</key>
<array>
<string>${PROTOCOL_HANDLER}</string>
</array>
</dict>
</array>"
fi
PLIST="${PLIST}
<key>NSHumanReadableCopyright</key>
<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSHighResolutionCapable</key>
<false/>
<key>NSRequiresAquaSystemAppearance</key>
<false/>
</dict>
</plist>
"
echo -e "${PLIST}" > "${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}"
# missionpack
action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME}" "${IOQ3_MP_CGAME_ARCHS}"
action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME}" "${IOQ3_MP_GAME_ARCHS}"
action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME}" "${IOQ3_MP_UI_ARCHS}"
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"