Subversion Repositories Games.Carmageddon

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1 pmbaty 1
#!/bin/sh
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MY_PATH="$(dirname "$0")"
6 pmbaty 4
 
1 pmbaty 5
APP_NAME="Carmageddon"
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APP_VERSION="1.0"
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APP_COPYRIGHT="© 2023 Pierre-Marie Baty
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© 2023 Dethrace Labs
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© 1997 Stainless Games"
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BUNDLE_ID="com.pmbaty.carmageddon"
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ICON_FILE="icon.png"
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cd "${MY_PATH}" || exit 1
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# cleanup
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rm -rf .build
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rm -rf "${APP_NAME}.app"
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# compiler and linker flags to use
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CPPFLAGS="-DDETHRACE_FIX_BUGS=1 -Isrc/harness/include -Isrc/harness -Isrc/smackw32/include -Isrc/BRSRC13/include -Isrc/BRSRC13 -Isrc/S3/include -Isrc/S3 -Isrc/DETHRACE/common -Isrc/DETHRACE/pd -Isrc/DETHRACE -Ilib/glad/include -Ilib/libsmacker -Ilib/miniaudio/include -Ilib/miniaudio/include/miniaudio -Ilib/SDL2 -Ilib"
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7 pmbaty 22
# read the source files list from the Visual Studio project file if it exists, else list all the .c files from "lib" and "src"
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if [ -f "${APP_NAME}.vcxproj" ]; then
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	SRCLIST="$(grep "<ClCompile " ${APP_NAME}.vcxproj|awk -F\" '{print $2}'|tr '\\' '/')"
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else
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	SRCLIST="$(find lib -name '*.c') $(find src -name '*.c')"
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fi
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# generate the shader programs
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echo "Compacting GLSL shaders..."
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cd src/harness || exit 1
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for SHADER in resources/*.glsl; do
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	echo "${SHADER}"
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	SYMBOL_NAME="$(echo "${SHADER}"|tr '[:lower:]' '[:upper:]'|sed 's/[\.\/]/_/g')"
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	(
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		echo "// Auto generated file."
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		echo "static const char ${SYMBOL_NAME}[] ="
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		echo "{"
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		cat "${SHADER}"|xxd -p -u -c 16|sed 's/[0-9a-fA-F][0-9a-fA-F]/0x&, /g'|tr '[:upper:]' '[:lower:]' || exit 1
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		echo "};"
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	) > "${SHADER}.h"
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done
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cd ../..
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1 pmbaty 45
# target x86_64 and ARM64
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for ARCH in x86_64 arm64; do
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	echo "Compiling for ${ARCH}..."
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	rm -rf ".build/${ARCH}"
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	mkdir -p ".build/${ARCH}" || exit 1 
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	# compile source files
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	for SRCFILE in ${SRCLIST}; do
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		echo "${SRCFILE}"
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		cc -o ".build/${ARCH}/$(basename "${SRCFILE}").o" -mmacosx-version-min=10.11 -arch "${ARCH}" ${CPPFLAGS} -c "${SRCFILE}" || exit 1
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	done
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	# link them together
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	echo "Linking for ${ARCH}..."
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	cc -o ".build/${ARCH}/${APP_NAME}" ".build/${ARCH}/"*".o" -mmacosx-version-min=10.11 -arch "${ARCH}" -framework Cocoa -framework OpenGL -F. -framework SDL2 -rpath @loader_path/../Frameworks || exit 1
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done
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# create the app layout
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mkdir "${APP_NAME}.app"
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mkdir "${APP_NAME}.app/Contents"
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mkdir "${APP_NAME}.app/Contents/MacOS"
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mkdir "${APP_NAME}.app/Contents/Frameworks"
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mkdir "${APP_NAME}.app/Contents/Resources"
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# generate and deploy fat Mach-O executable
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echo "Generating fat executable..."
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lipo ".build/x86_64/${APP_NAME}" ".build/arm64/${APP_NAME}" -create -output "${APP_NAME}.app/Contents/MacOS/${APP_NAME}" || exit 1
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# deploy the SDL2 framework
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echo "Deploying SDL2 framework..."
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cp -pPR SDL2.framework "${APP_NAME}.app/Contents/Frameworks" || exit 1
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rm -rf "${APP_NAME}.app/Contents/Frameworks/SDL2.framework/Versions/A/_CodeSignature"
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rm -rf "${APP_NAME}.app/Contents/Frameworks/SDL2.framework/Versions/A/Headers"
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rm -rf "${APP_NAME}.app/Contents/Frameworks/SDL2.framework/Headers"
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# deploy the game data
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echo "Deploying game data..."
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cp -pPR DATA "${APP_NAME}.app/Contents/Resources" || exit 1
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# generate and deploy the app icon
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echo "Generating app icon..."
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mkdir ".build/${APP_NAME}.iconset" || exit 1
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sips -z 16 16     "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_16x16.png"      > /dev/null
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sips -z 32 32     "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_16x16@2x.png"   > /dev/null
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sips -z 32 32     "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_32x32.png"      > /dev/null
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sips -z 64 64     "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_32x32@2x.png"   > /dev/null
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sips -z 128 128   "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_128x128.png"    > /dev/null
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sips -z 256 256   "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_128x128@2x.png" > /dev/null
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sips -z 256 256   "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_256x256.png"    > /dev/null
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sips -z 512 512   "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_256x256@2x.png" > /dev/null
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sips -z 512 512   "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_512x512.png"    > /dev/null
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sips -z 1024 1024 "${ICON_FILE}" --out ".build/${APP_NAME}.iconset/icon_512x512@2x.png" > /dev/null
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iconutil -c icns ".build/${APP_NAME}.iconset" -o "${APP_NAME}.app/Contents/Resources/AppIcon.icns" || exit 1
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# generate the PkgInfo file
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echo -n "APPL???" > "${APP_NAME}.app/Contents/PkgInfo" || exit 1
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# generate the Info.plist
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(
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	echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>"
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	echo "<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">"
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	echo "<plist version=\"1.0\">"
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	echo "<dict>"
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	echo "	<key>CFBundleDevelopmentRegion</key>"
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	echo "	<string>en</string>"
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	echo "	<key>CFBundleExecutable</key>"
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	echo "	<string>${APP_NAME}</string>"
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	echo "	<key>CFBundleIconFile</key>"
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	echo "	<string>AppIcon.icns</string>"
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	echo "	<key>CFBundleIdentifier</key>"
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	echo "	<string>${BUNDLE_ID}</string>"
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	echo "	<key>CFBundleInfoDictionaryVersion</key>"
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	echo "	<string>6.0</string>"
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	echo "	<key>CFBundleName</key>"
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	echo "	<string>${APP_NAME}</string>"
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	echo "	<key>CFBundleVersion</key>"
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	echo "	<string>${APP_VERSION}</string>"
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	echo "	<key>NSHumanReadableCopyright</key>"
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	echo "	<string>${APP_COPYRIGHT}</string>"
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	echo "	<key>CFBundlePackageType</key>"
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	echo "	<string>APPL</string>"
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	echo "	<key>CFBundleSignature</key>"
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	echo "	<string>????</string>"
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	echo "</dict>"
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	echo "</plist>"
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) > "${APP_NAME}.app/Contents/Info.plist" || exit 1
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# finished
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echo "Carmageddon was built successfully"
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exit 0