forked from 0ad/0ad
Fixes some bugs in OS X bundle build script.
Logs most build output to file using simple redirects for now. Hides output of pushd/popd commands This was SVN commit r15828.
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f10bdf5089
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@ -1,6 +1,6 @@
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#!/bin/sh
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#
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# This script will build an OSX app bundle for 0 A.D.
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# This script will build an OS X app bundle for 0 A.D.
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#
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# App bundles are intended to be self-contained and portable.
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# An SDK is required, usually included with Xcode. The SDK ensures
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@ -17,12 +17,12 @@
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# Force build architecture, as sometimes environment is broken.
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# For a universal fat binary, the approach would be to build every
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# dependency with both archs and combine them with lipo, then do the
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# library with both archs and combine them with lipo, then do the
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# same thing with the game itself.
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# Choices are "x86_64" or "i386" (ppc and ppc64 not supported)
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export ARCH=${ARCH:="x86_64"}
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# Set SDK and mimimum required OSX version
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# Set SDK and mimimum required OS X version
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# (As of Xcode 4.3, the SDKs are located directly in Xcode.app,
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# but previously they were in /Developer/SDKs)
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#export SYSROOT=${SYSROOT="/Developer/SDKs/MacOSX10.5.sdk"}
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@ -40,7 +40,7 @@ export CC=${CC:="clang"} CXX=${CXX:="clang++"}
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# Unique identifier string for this bundle (reverse-DNS style)
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BUNDLE_IDENTIFIER=${BUNDLE_IDENTIFIER:="com.wildfiregames.0ad"}
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# Minimum version of OSX on which the bundle will run
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# Minimum version of OS X on which the bundle will run
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BUNDLE_MIN_OSX_VERSION="${MIN_OSX_VERSION}.0"
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die()
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@ -65,6 +65,8 @@ cd "$(dirname $0)"
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JOBS=${JOBS:="-j5"}
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build_release=false
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build_path="$HOME/0ad-export"
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# TODO: proper logging of all output, but show errors in terminal too
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build_log="$(pwd)/bundle-build.log"
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# Parse command-line options:
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for i in "$@"
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@ -75,16 +77,20 @@ do
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esac
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done
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rm -f $build_log
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# For release, export an SVN copy
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if [ "$build_release" = "true" ]; then
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echo "\nExporting SVN and preparing release\n"
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BUNDLE_OUTPUT="$build_path/0ad.app"
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SVN_REV=`svnversion -n ../..`
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rm -rf $build_path
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svn export ../.. $build_path || die "Error exporting SVN working directory"
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svn export ../.. $build_path >> $build_log 2>&1 || die "Error exporting SVN working directory"
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cd $build_path
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rm binaries/data/config/dev.cfg
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rm -f binaries/data/config/dev.cfg
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# Only include translations for a subset of languages
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. source/tools/dist/remove-incomplete-translations.sh $build_path/binaries/data
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. source/tools/dist/remove-incomplete-translations.sh $build_path/binaries/data || die "Error excluding translations"
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echo L\"${SVNREV}-release\" > build/svn_revision/svn_revision.txt
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cd build/workspaces
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fi
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@ -101,26 +107,26 @@ BUNDLE_SHAREDSUPPORT=$BUNDLE_CONTENTS/SharedSupport
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# Build libraries against SDK
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echo "\nBuilding libaries\n"
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pushd ../../libraries/osx
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./build-osx-libs.sh $JOBS --force-rebuild || die "Libraries build script failed"
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popd
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pushd ../../libraries/osx > /dev/null
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./build-osx-libs.sh $JOBS --force-rebuild >> $build_log 2>&1 || die "Libraries build script failed"
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popd > /dev/null
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# Clean and update workspaces
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echo "\nGenerating workspaces\n"
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# Pass OSX options through to Premake
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(./clean-workspaces.sh && SYSROOT="$SYSROOT" MIN_OSX_VERSION="$MIN_OSX_VERSION" ./update-workspaces.sh --macosx-bundle="$BUNDLE_IDENTIFIER" --sysroot="$SYSROOT" --macosx-version-min="$MIN_OSX_VERSION") || die "update-workspaces.sh failed!"
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# Pass OS X options through to Premake
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(./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") >> $build_log 2>&1 || die "update-workspaces.sh failed!"
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pushd gcc
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pushd gcc > /dev/null
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echo "\nBuilding game\n"
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(make clean && CC="$CC -arch $ARCH" CXX="$CXX -arch $ARCH" make ${JOBS}) || die "Game build failed!"
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popd
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(make clean && CC="$CC -arch $ARCH" CXX="$CXX -arch $ARCH" make ${JOBS}) >> $build_log 2>&1 || die "Game build failed!"
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popd > /dev/null
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# Run test to confirm all is OK
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pushd ../../binaries/system
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pushd ../../binaries/system > /dev/null
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echo "\nRunning tests\n"
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./test || die "Post-build testing failed!"
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popd
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popd > /dev/null
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# Create bundle structure
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echo "\nCreating bundle directories\n"
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@ -132,15 +138,15 @@ mkdir -p ${BUNDLE_RESOURCES}
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mkdir -p ${BUNDLE_SHAREDSUPPORT}
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# Build archive(s) - don't archive the _test.* mods
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pushd ../../binaries/data/mods
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pushd ../../binaries/data/mods > /dev/null
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archives=""
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for modname in [a-zA-Z0-9]*
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do
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archives="${archives} ${modname}"
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done
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popd
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popd > /dev/null
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pushd ../../binaries/system
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pushd ../../binaries/system > /dev/null
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for modname in $archives
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do
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@ -151,7 +157,7 @@ do
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# For some reason the output directory has to exist?
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mkdir -p ${ARCHIVEBUILD_OUTPUT}
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(./pyrogenesis -archivebuild=${ARCHIVEBUILD_INPUT} -archivebuild-output=${ARCHIVEBUILD_OUTPUT}/${modname}.zip) || die "Archive build for '${modname}' failed!"
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(./pyrogenesis -archivebuild=${ARCHIVEBUILD_INPUT} -archivebuild-output=${ARCHIVEBUILD_OUTPUT}/${modname}.zip) >> $build_log 2>&1 || die "Archive build for '${modname}' failed!"
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done
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# Copy binaries
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@ -167,26 +173,27 @@ echo "\nCopying libs\n"
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cp -v libAtlasUI.dylib ${BUNDLE_FRAMEWORKS}
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cp -v libCollada.dylib ${BUNDLE_FRAMEWORKS}
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popd
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popd > /dev/null
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# Copy data
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echo "\nCopying non-archived game data\n"
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pushd ../../binaries/data
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if [ "$build_release" = "false"]; then
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pushd ../../binaries/data > /dev/null
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if [ "$build_release" = "false" ]; then
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mv config/dev.cfg config/dev.bak
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fi
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cp -R -v config ${BUNDLE_RESOURCES}/data/
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cp -R -v tools ${BUNDLE_RESOURCES}/data/
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if [ "$build_release" = "false"]; then
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if [ "$build_release" = "false" ]; then
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mv config/dev.bak config/dev.cfg
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fi
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popd
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popd > /dev/null
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cp -v ../resources/0ad.icns ${BUNDLE_RESOURCES}
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# Copy license/readmes
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# TODO: Also want copies in the DMG - decide on layout
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echo "\nCopying readmes\n"
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cp -v ../../*.txt ${BUNDLE_RESOURCES}
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cp -v ../../libraries/LICENSE.txt ${BUNDLE_RESOURCES}/LIB_LICENSE.txt
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# Create Info.plist
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echo "\nCreating Info.plist\n"
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