#!/bin/sh # # This script will build an OS X app bundle for 0 A.D. # # App bundles are intended to be self-contained and portable. # An SDK is required, usually included with Xcode. The SDK ensures # that only those system libraries are used which are available on # the chosen target and compatible systems. # # Steps to build a 0 A.D. bundle are: # 1. confirm ARCH is set to desired target architecture # 2. confirm SYSROOT points to the correct target SDK # 3. confirm MIN_OSX_VERSION matches the target OS X version # 4. update BUNDLE_VERSION to match current 0 A.D. version # 5. run this script # # Force build architecture, as sometimes environment is broken. # For a universal fat binary, the approach would be to build every # library with both archs and combine them with lipo, then do the # same thing with the game itself. # Choices are "x86_64" or "i386" (ppc and ppc64 not supported) export ARCH=${ARCH:="x86_64"} # Set SDK and mimimum required OS X version export SYSROOT=${SYSROOT:="/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.10.sdk"} export MIN_OSX_VERSION=${MIN_OSX_VERSION:="10.7"} # 0 A.D. release version, e.g. Alpha 18 is 0.0.18 BUNDLE_VERSION=${BUNDLE_VERSION:="0.0.18"} # Define compiler as "clang", this is all Mavericks supports. # gcc symlinks may still exist, but they are simply clang with # slightly different config, which confuses build scripts. # llvm-gcc and gcc 4.2 are no longer supported by SpiderMonkey. export CC=${CC:="clang"} CXX=${CXX:="clang++"} # Unique identifier string for this bundle (reverse-DNS style) BUNDLE_IDENTIFIER=${BUNDLE_IDENTIFIER:="com.wildfiregames.0ad"} # Minimum version of OS X on which the bundle will run BUNDLE_MIN_OSX_VERSION="${MIN_OSX_VERSION}.0" die() { echo ERROR: $* exit 1 } # Check that we're actually on OS X if [ "`uname -s`" != "Darwin" ]; then die "This script is intended for OS X only" fi # Check SDK exists if [ ! -d "$SYSROOT" ]; then die "$SYSROOT does not exist! You probably need to install Xcode" fi cd "$(dirname $0)" # Now in build/workspaces/ (where we assume this script resides) JOBS=${JOBS:="-j5"} build_release=false build_path="$HOME/0ad-export" # TODO: proper logging of all output, but show errors in terminal too build_log="$(pwd)/bundle-build.log" # Parse command-line options: for i in "$@" do case $i in -j* ) JOBS=$i ;; --release ) build_release=true ;; esac done rm -f $build_log # For release, export an SVN copy if [ "$build_release" = "true" ]; then echo "\nExporting SVN and preparing release\n" BUNDLE_OUTPUT="$build_path/0ad.app" SVN_REV=`svnversion -n ../..` rm -rf $build_path svn export ../.. $build_path >> $build_log 2>&1 || die "Error exporting SVN working directory" cd $build_path rm -f binaries/data/config/dev.cfg # Only include translations for a subset of languages . source/tools/dist/remove-incomplete-translations.sh $build_path/binaries/data || die "Error excluding translations" echo L\"${SVN_REV}-release\" > build/svn_revision/svn_revision.txt cd build/workspaces fi BUNDLE_OUTPUT=${BUNDLE_OUTPUT:="$(pwd)/0ad.app"} BUNDLE_CONTENTS=$BUNDLE_OUTPUT/Contents BUNDLE_BIN=$BUNDLE_CONTENTS/MacOS BUNDLE_RESOURCES=$BUNDLE_CONTENTS/Resources BUNDLE_FRAMEWORKS=$BUNDLE_CONTENTS/Frameworks BUNDLE_PLUGINS=$BUNDLE_CONTENTS/PlugIns BUNDLE_SHAREDSUPPORT=$BUNDLE_CONTENTS/SharedSupport # TODO: Do we really want to regenerate everything? (consider if one task fails) # Build libraries against SDK echo "\nBuilding libaries\n" pushd ../../libraries/osx > /dev/null ./build-osx-libs.sh $JOBS --force-rebuild >> $build_log 2>&1 || die "Libraries build script failed" popd > /dev/null # Clean and update workspaces echo "\nGenerating workspaces\n" # Pass OS X options through to Premake (./clean-workspaces.sh && SYSROOT="$SYSROOT" MIN_OSX_VERSION="$MIN_OSX_VERSION" ./update-workspaces.sh --macosx-bundle="$BUNDLE_IDENTIFIER" --sysroot="$SYSROOT" --macosx-version-min="$MIN_OSX_VERSION") >> $build_log 2>&1 || die "update-workspaces.sh failed!" pushd gcc > /dev/null echo "\nBuilding game\n" (make clean && CC="$CC -arch $ARCH" CXX="$CXX -arch $ARCH" make ${JOBS}) >> $build_log 2>&1 || die "Game build failed!" popd > /dev/null # Run test to confirm all is OK # TODO: tests are currently broken on OS X (see http://trac.wildfiregames.com/ticket/2780) #pushd ../../binaries/system > /dev/null #echo "\nRunning tests\n" #./test || die "Post-build testing failed!" #popd > /dev/null # Create bundle structure echo "\nCreating bundle directories\n" rm -rf ${BUNDLE_OUTPUT} mkdir -p ${BUNDLE_BIN} mkdir -p ${BUNDLE_FRAMEWORKS} mkdir -p ${BUNDLE_PLUGINS} mkdir -p ${BUNDLE_RESOURCES} mkdir -p ${BUNDLE_SHAREDSUPPORT} # Build archive(s) - don't archive the _test.* mods pushd ../../binaries/data/mods > /dev/null archives="" for modname in [a-zA-Z0-9]* do archives="${archives} ${modname}" done popd > /dev/null pushd ../../binaries/system > /dev/null for modname in $archives do echo "\nBuilding archive for '${modname}'\n" ARCHIVEBUILD_INPUT="$(pwd)/../data/mods/${modname}" ARCHIVEBUILD_OUTPUT="${BUNDLE_RESOURCES}/data/mods/${modname}" # For some reason the output directory has to exist? mkdir -p ${ARCHIVEBUILD_OUTPUT} (./pyrogenesis -archivebuild=${ARCHIVEBUILD_INPUT} -archivebuild-output=${ARCHIVEBUILD_OUTPUT}/${modname}.zip) >> $build_log 2>&1 || die "Archive build for '${modname}' failed!" done # Copy binaries echo "\nCopying binaries\n" # Only pyrogenesis for now, until we find a way to load # multiple binaries from one app bundle # TODO: Would be nicer if we could set this path in premake cp pyrogenesis ${BUNDLE_BIN} # Copy libs echo "\nCopying libs\n" # TODO: Would be nicer if we could set this path in premake cp -v libAtlasUI.dylib ${BUNDLE_FRAMEWORKS} cp -v libCollada.dylib ${BUNDLE_FRAMEWORKS} popd > /dev/null # Copy data echo "\nCopying non-archived game data\n" pushd ../../binaries/data > /dev/null if [ "$build_release" = "false" ]; then mv config/dev.cfg config/dev.bak fi cp -R -v config ${BUNDLE_RESOURCES}/data/ cp -R -v l10n ${BUNDLE_RESOURCES}/data/ cp -R -v tools ${BUNDLE_RESOURCES}/data/ if [ "$build_release" = "false" ]; then mv config/dev.bak config/dev.cfg fi popd > /dev/null cp -v ../resources/0ad.icns ${BUNDLE_RESOURCES} # Copy license/readmes # TODO: Also want copies in the DMG - decide on layout echo "\nCopying readmes\n" cp -v ../../*.txt ${BUNDLE_RESOURCES} cp -v ../../libraries/LICENSE.txt ${BUNDLE_RESOURCES}/LIB_LICENSE.txt # Create Info.plist echo "\nCreating Info.plist\n" alias PlistBuddy=/usr/libexec/PlistBuddy INFO_PLIST="${BUNDLE_CONTENTS}/Info.plist" PlistBuddy -c "Add :CFBundleName string 0 A.D." ${INFO_PLIST} PlistBuddy -c "Add :CFBundleIdentifier string ${BUNDLE_IDENTIFIER}" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleVersion string ${BUNDLE_VERSION}" ${INFO_PLIST} PlistBuddy -c "Add :CFBundlePackageType string APPL" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleSignature string none" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleExecutable string pyrogenesis" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleShortVersionString string ${BUNDLE_VERSION}" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleDevelopmentRegion string English" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleInfoDictionaryVersion string 6.0" ${INFO_PLIST} PlistBuddy -c "Add :CFBundleIconFile string 0ad" ${INFO_PLIST} PlistBuddy -c "Add :LSMinimumSystemVersion string ${BUNDLE_MIN_OSX_VERSION}" ${INFO_PLIST} PlistBuddy -c "Add :NSHumanReadableCopyright string Copyright © 2015 Wildfire Games" ${INFO_PLIST} # TODO: Automatically create compressed DMG with hdiutil? # (this is a bit complicated so I do it manually for now) # (also we need to have good icon placement, background image, etc) echo "\nBundle complete! Located in ${BUNDLE_OUTPUT}"