forked from 0ad/0ad
197 lines
6.9 KiB
Bash
Executable File
197 lines
6.9 KiB
Bash
Executable File
#!/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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#
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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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# that only those system libraries are used which are available on
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# the chosen target and compatible systems.
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#
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# Steps to build a 0 A.D. bundle are:
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# 1. confirm ARCH is set to desired target architecture
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# 2. confirm SYSROOT points to the correct target SDK
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# 3. confirm MIN_OSX_VERSION matches the target OS X version
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# 4. update BUNDLE_VERSION to match current 0 A.D. version
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# 5. if building 32-bit 10.5 bundle, read the accompanying documentation
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# 6. run this script
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#
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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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# 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=${ARCH:="x86_64"}
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# Set SDK and mimimum required OSX version
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# (As of Xcode 4.3, the SDKs are located directly in Xcode.app,
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# but previously they were in /Developer/SDKs)
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# TODO: we could get this from xcode-select but the user must set that up
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#export SYSROOT=${SYSROOT="/Developer/SDKs/MacOSX10.5.sdk"}
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export SYSROOT=${SYSROOT="/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk"}
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export MIN_OSX_VERSION=${MIN_OSX_VERSION="10.6"}
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# 0 A.D. release version, e.g. Alpha 12 is 0.0.12
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BUNDLE_VERSION=${BUNDLE_VERSION:="0.0.0"}
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# Define compiler as "gcc" (in case anything expects e.g. gcc-4.2)
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# On newer OS X versions, this will be a symbolic link to LLVM GCC
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# TODO: don't rely on that
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export CC=${CC:="gcc"} CXX=${CXX:="g++"}
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die()
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{
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echo ERROR: $*
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exit 1
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}
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# Check that we're actually on OS X
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if [ "`uname -s`" != "Darwin" ]; then
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die "This script is intended for OS X only"
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fi
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# Check SDK exists
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if [ ! -d "$SYSROOT" ]; then
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die "$SYSROOT does not exist! You probably need to install Xcode"
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fi
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cd "$(dirname $0)"
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# Now in build/workspaces/ (where we assume this script resides)
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BUNDLE_OUTPUT=${BUNDLE_OUTPUT:="$(pwd)/0ad.app"}
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BUNDLE_CONTENTS=$BUNDLE_OUTPUT/Contents
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BUNDLE_BIN=$BUNDLE_CONTENTS/MacOS
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BUNDLE_RESOURCES=$BUNDLE_CONTENTS/Resources
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BUNDLE_FRAMEWORKS=$BUNDLE_CONTENTS/Frameworks
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BUNDLE_PLUGINS=$BUNDLE_CONTENTS/PlugIns
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BUNDLE_SHAREDSUPPORT=$BUNDLE_CONTENTS/SharedSupport
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# Unique identifier string for this bundle (reverse-DNS style)
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BUNDLE_IDENTIFIER=${BUNDLE_IDENTIFIER:="com.wildfiregames.0ad"}
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# Minimum version of OSX on which the bundle will run
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BUNDLE_MIN_OSX_VERSION="${MIN_OSX_VERSION}.0"
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JOBS=${JOBS:="-j5"}
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# Parse command-line options:
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for i in "$@"
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do
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case $i in
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-j* ) JOBS=$i ;;
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esac
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done
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# TODO: Do we really want to regenerate everything? (consider if one task fails)
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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 $JOBS --force-rebuild || die "Libraries build script failed"
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popd
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# Clean and update workspaces
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echo "\nGenerating workspaces\n"
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# Pass OSX options through to Premake
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(./clean-workspaces.sh && SYSROOT="$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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# Get SVN revision and update svn_revision.txt
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SVNREV=`svnversion -n .`
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echo L\"${SVNREV}-release\" > ../svn_revision/svn_revision.txt
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pushd gcc
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echo "\nBuilding game\n"
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(make clean && CC="$CC -arch $ARCH" CXX="$CXX -arch $ARCH" make ${JOBS}) || die "Game build failed!"
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popd
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# TODO: This is yucky - should we first export our working copy, like source\tools\dist\build.sh?
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svn revert ../svn_revision/svn_revision.txt
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# Create bundle structure
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echo "\nCreating bundle directories\n"
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rm -rf ${BUNDLE_OUTPUT}
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mkdir -p ${BUNDLE_BIN}
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mkdir -p ${BUNDLE_FRAMEWORKS}
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mkdir -p ${BUNDLE_PLUGINS}
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mkdir -p ${BUNDLE_RESOURCES}
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mkdir -p ${BUNDLE_SHAREDSUPPORT}
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pushd ../../binaries/system
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# Run test to confirm all is OK
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echo "\nRunning tests\n"
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./test || die "Test(s) failed!"
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# Build archive(s) - don't archive the _test.* mods
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pushd ../data/mods
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archives=""
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for modname in [a-zA-Z0-9]*
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do
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archives="${archives} ${modname}"
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done
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popd
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for modname in $archives
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do
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echo "\nBuilding archive for '${modname}'\n"
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ARCHIVEBUILD_INPUT="$(pwd)/../data/mods/${modname}"
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ARCHIVEBUILD_OUTPUT="${BUNDLE_RESOURCES}/data/mods/${modname}"
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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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done
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popd
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# Copy binaries
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echo "\nCopying binaries\n"
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# Only pyrogenesis for now, until we find a way to load
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# multiple binaries from one app bundle
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# TODO: Would be nicer if we could set this path in premake
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cp ../../binaries/system/pyrogenesis ${BUNDLE_BIN}
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# Copy libs
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echo "\nCopying libs\n"
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# TODO: Should probably make it so these libs get built in place
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cp -v ../../binaries/system/libAtlasUI.dylib ${BUNDLE_FRAMEWORKS}
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cp -v ../../binaries/system/libCollada.dylib ${BUNDLE_FRAMEWORKS}
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# Copy data
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echo "\nCopying non-archived game data\n"
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# Removing it now and restoring it later, cp has no exclusion switch
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# and using find is a bit over-the-top
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rm ../../binaries/data/config/dev.cfg
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cp -v ../resources/0ad.icns ${BUNDLE_RESOURCES}
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cp -R -v ../../binaries/data/config ${BUNDLE_RESOURCES}/data/
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cp -R -v ../../binaries/data/tools ${BUNDLE_RESOURCES}/data/
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svn revert ../../binaries/data/config/dev.cfg
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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 ${BUNDLE_RESOURCES}
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# Create Info.plist
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echo "\nCreating Info.plist\n"
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alias PlistBuddy=/usr/libexec/PlistBuddy
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INFO_PLIST="${BUNDLE_CONTENTS}/Info.plist"
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PlistBuddy -c "Add :CFBundleName string 0 A.D." ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleIdentifier string ${BUNDLE_IDENTIFIER}" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleVersion string ${BUNDLE_VERSION}" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundlePackageType string APPL" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleSignature string none" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleExecutable string pyrogenesis" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleShortVersionString string ${BUNDLE_VERSION}" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleDevelopmentRegion string English" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleInfoDictionaryVersion string 6.0" ${INFO_PLIST}
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PlistBuddy -c "Add :CFBundleIconFile string 0ad" ${INFO_PLIST}
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PlistBuddy -c "Add :LSMinimumSystemVersion string ${BUNDLE_MIN_OSX_VERSION}" ${INFO_PLIST}
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PlistBuddy -c "Add :NSHumanReadableCopyright string Copyright © 2013 Wildfire Games" ${INFO_PLIST}
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# TODO: Automatically create compressed DMG with hditutil?
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# (this is a bit complicated so I do it manually for now)
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# (also we need to have good icon placement, background image, etc)
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echo "\nBundle complete! Located in ${BUNDLE_OUTPUT}"
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