Another pass at the Mac OS X make scripts.
Ironed out issues with generating an application bundle with universal binaries on supported systems. Fall back to bundling a single architecture when support for universal binary generation is not available. Tested on Mac OS X 10.5.8 (and 10.5 SDK).
This commit is contained in:
@@ -1,54 +1,6 @@
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#!/bin/sh
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#!/bin/bash
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CC=gcc-4.0
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APPBUNDLE=ioquake3.app
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BINARY=ioquake3.ub
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DEDBIN=ioq3ded.ub
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PKGINFO=APPLIOQ3
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ICNS=misc/quake3.icns
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DESTDIR=build/release-darwin-ub
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BASEDIR=baseq3
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MPACKDIR=missionpack
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BIN_OBJ="
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build/release-darwin-x86_64/ioquake3.x86_64
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build/release-darwin-x86/ioquake3.x86
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build/release-darwin-ppc/ioquake3.ppc
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"
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BIN_DEDOBJ="
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build/release-darwin-x86_64/ioq3ded.x86_64
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build/release-darwin-x86/ioq3ded.x86
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build/release-darwin-ppc/ioq3ded.ppc
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"
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BASE_OBJ="
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build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
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build/release-darwin-x86/$BASEDIR/cgamex86.dylib
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build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
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build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
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build/release-darwin-x86/$BASEDIR/uix86.dylib
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build/release-darwin-ppc/$BASEDIR/uippc.dylib
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build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
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build/release-darwin-x86/$BASEDIR/qagamex86.dylib
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build/release-darwin-ppc/$BASEDIR/qagameppc.dylib
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"
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MPACK_OBJ="
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build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
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build/release-darwin-x86/$MPACKDIR/cgamex86.dylib
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build/release-darwin-ppc/$MPACKDIR/cgameppc.dylib
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build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
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build/release-darwin-x86/$MPACKDIR/uix86.dylib
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build/release-darwin-ppc/$MPACKDIR/uippc.dylib
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build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
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build/release-darwin-x86/$MPACKDIR/qagamex86.dylib
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build/release-darwin-ppc/$MPACKDIR/qagameppc.dylib
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"
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RENDER_OBJ="
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build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
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build/release-darwin-x86/renderer_opengl1_x86.dylib
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build/release-darwin-ppc/renderer_opengl1_ppc.dylib
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build/release-darwin-x86_64/renderer_opengl2_x86_64.dylib
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build/release-darwin-x86/renderer_opengl2_x86.dylib
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build/release-darwin-ppc/renderer_opengl2_ppc.dylib
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"
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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@@ -100,7 +52,7 @@ if [ -z $X86_64_SDK ] || [ -z $X86_SDK ] || [ -z $PPC_SDK ]; then
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ERROR: This script is for building a Universal Binary. You cannot build
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for a different architecture unless you have the proper Mac OS X SDKs
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installed. If you just want to to compile for your own system run
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'make' instead of this script."
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'make-macosx.sh' instead of this script."
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exit 1
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fi
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@@ -118,92 +70,32 @@ WARNING: in order to build a binary with maximum compatibility you must
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sleep 3
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fi
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if [ ! -d $DESTDIR ]; then
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mkdir -p $DESTDIR
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fi
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# For parallel make on multicore boxes...
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NCPU=`sysctl -n hw.ncpu`
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# x86_64 client and server
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if [ -d build/release-release-x86_64 ]; then
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rm -r build/release-darwin-x86_64
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fi
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#if [ -d build/release-release-x86_64 ]; then
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# rm -r build/release-darwin-x86_64
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#fi
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(ARCH=x86_64 CC=gcc-4.0 CFLAGS=$X86_64_CFLAGS LDFLAGS=$X86_64_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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# x86 client and server
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if [ -d build/release-darwin-x86 ]; then
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rm -r build/release-darwin-x86
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fi
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#if [ -d build/release-darwin-x86 ]; then
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# rm -r build/release-darwin-x86
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#fi
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(ARCH=x86 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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# PPC client and server
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if [ -d build/release-darwin-ppc ]; then
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rm -r build/release-darwin-ppc
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fi
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#if [ -d build/release-darwin-ppc ]; then
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# rm -r build/release-darwin-ppc
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#fi
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(ARCH=ppc CC=gcc-4.0 CFLAGS=$PPC_CFLAGS LDFLAGS=$PPC_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
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mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR || exit 1;
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fi
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR ]; then
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mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR || exit 1;
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fi
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/Resources ]; then
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mkdir -p $DESTDIR/$APPBUNDLE/Contents/Resources
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fi
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cp $ICNS $DESTDIR/$APPBUNDLE/Contents/Resources/ioquake3.icns || exit 1;
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echo $PKGINFO > $DESTDIR/$APPBUNDLE/Contents/PkgInfo
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echo "
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<?xml version=\"1.0\" encoding=\"UTF-8\"?>
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<!DOCTYPE plist
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PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\"
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\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
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<plist version=\"1.0\">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleExecutable</key>
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<string>$BINARY</string>
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<key>CFBundleGetInfoString</key>
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<string>ioquake3 $Q3_VERSION</string>
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<key>CFBundleIconFile</key>
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<string>ioquake3.icns</string>
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<key>CFBundleIdentifier</key>
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<string>org.ioquake.ioquake3</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>ioquake3</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>$Q3_VERSION</string>
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<key>CFBundleSignature</key>
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<string>$PKGINFO</string>
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<key>CFBundleVersion</key>
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<string>$Q3_VERSION</string>
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<key>NSExtensions</key>
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<dict/>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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</dict>
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</plist>
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" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
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# Make UB's from previous builds of x86, x86_64 and ppc binaries
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lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ
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lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ
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cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
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cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
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cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
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cp code/libs/macosx/*.dylib $DESTDIR/$APPBUNDLE/Contents/MacOS/
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echo
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# use the following shell script to build a universal application bundle
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"./make-macosx-app.sh" release
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