Subversion Repositories Games.Carmageddon

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9 pmbaty 1
#!/bin/sh
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MY_PATH="$(dirname "$0")"
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APP_NAME="Carmageddon"
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APP_VERSION="1.0"
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APP_COPYRIGHT="© 2023 Pierre-Marie Baty
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© 2023 Dethrace Labs
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© 1997 Stainless Games"
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BUNDLE_ID="com.pmbaty.carmageddon"
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ICON_FILE="icon.png"
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CS_IDENTITY="Apple Distribution: Pierre-Marie Baty"
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# compiler and linker flags to use
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CPPFLAGS="-O3 -DDETHRACE_FIX_BUGS=1 -Isrc/harness/include -Isrc/harness -Isrc/smackw32/include -Isrc/BRSRC13/include -Isrc/BRSRC13 -Isrc/S3/include -Isrc/S3 -Isrc/DETHRACE/common -Isrc/DETHRACE/pd -Isrc/DETHRACE -Ilib/glad/include -Ilib/libsmacker -Ilib/miniaudio/include -Ilib/miniaudio/include/miniaudio -Ilib/SDL2/include/SDL2 -Ilib"
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LDFLAGS=""
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cd "${MY_PATH}" || exit 1
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# cleanup
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rm -rf .build
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if [ "$(uname)" = "Darwin" ]; then
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        # macOS
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        rm -rf "${APP_NAME}.app"
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        ARCHS="x86_64 arm64"
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        CPPFLAGS="-mmacosx-version-min=10.11 ${CPPFLAGS}"
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        LDFLAGS="-mmacosx-version-min=10.11 -framework Cocoa -framework OpenGL -F. -framework SDL2 -rpath @loader_path/../Frameworks ${LDFLAGS}"
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else
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        # Linux/BSD/whatever
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        rm -rf "${APP_NAME}.$(uname)-$(uname -m)"
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        ARCHS="$(uname -m)"
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        CPPFLAGS="${CPPFLAGS}"
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        LDFLAGS="-L/usr/local/lib -lSDL2 -lpthread -lm ${LDFLAGS}"
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        test "$(uname)" = "FreeBSD" && LDFLAGS="-linotify -lusbhid -lexecinfo ${LDFLAGS}"
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fi
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# read the source files list from the Visual Studio project file if it exists, else list all the .c files from "lib" and "src"
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if [ -f "${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') $(find src -name '*.c')"
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fi
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# generate the shader programs
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echo "Compacting GLSL shaders..."
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cd src/harness || exit 1
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for SHADER in resources/*.glsl; do
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        SYMBOL_NAME="$(echo "${SHADER}"|tr '[:lower:]' '[:upper:]'|sed 's/[\.\/]/_/g')"
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        echo "${SHADER} -> ${SYMBOL_NAME}"
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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}"|hexdump -e '16/1 "%02x" "\n"' -v|sed 's/[0-9a-f][0-9a-f]/0x&, /g' || exit 1
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                echo "};"
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        ) > "${SHADER}.h" || exit 1
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done
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cd ../..
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# for each specified architecture...
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THIN_OUTPUTS=
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for ARCH in ${ARCHS}; do
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        rm -rf ".build/${ARCH}"
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        mkdir -p ".build/${ARCH}" || exit 1
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        OPTIONAL_ARCH_FLAG="$(test "${ARCH}" = "${ARCHS}" || echo "-arch ${ARCH}")"
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        # compile source files
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        echo "Compiling for ${ARCH}..."
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        for SRCFILE in ${SRCLIST}; do
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                echo "${SRCFILE}"
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                cc -o ".build/${ARCH}/$(basename "${SRCFILE}").o" -c "${SRCFILE}" ${OPTIONAL_ARCH_FLAG} ${CPPFLAGS} || 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}/a.out" ".build/${ARCH}/"*".o" ${OPTIONAL_ARCH_FLAG} ${LDFLAGS} || exit 1
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        THIN_OUTPUTS="${THIN_OUTPUTS} .build/${ARCH}/a.out"
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done
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if [ "$(uname)" = "Darwin" ]; then
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        # create the macOS app layout
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        echo "Creating macOS app layout..."
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        mkdir "${APP_NAME}.app"                     || exit 1
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        mkdir "${APP_NAME}.app/Contents"            || exit 1
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        mkdir "${APP_NAME}.app/Contents/MacOS"      || exit 1
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        mkdir "${APP_NAME}.app/Contents/Frameworks" || exit 1
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        mkdir "${APP_NAME}.app/Contents/Resources"  || exit 1
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        # generate and deploy fat Mach-O executable
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        echo "Generating fat executable..."
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        lipo ${THIN_OUTPUTS} -create -output "${APP_NAME}.app/Contents/MacOS/${APP_NAME}" || exit 1
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        # deploy the SDL2 framework without the symlinks and change the LC_LOAD_DYLIB in the main executable
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        # (macOS codesign will refuse to sign the executable if a bundled framework contains symlinks)
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        echo "Deploying SDL2 framework..."
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        mkdir "${APP_NAME}.app/Contents/Frameworks/SDL2.framework"                                          || exit 1
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        cp lib/SDL2/macOS/SDL2.framework/SDL2 "${APP_NAME}.app/Contents/Frameworks/SDL2.framework/SDL2"     || exit 1
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        install_name_tool -change "@rpath/SDL2.framework/Versions/A/SDL2" "@rpath/SDL2.framework/SDL2" "${APP_NAME}.app/Contents/MacOS/${APP_NAME}"
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        cp -LR lib/SDL2/macOS/SDL2.framework/Resources "${APP_NAME}.app/Contents/Frameworks/SDL2.framework" || exit 1
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        find "${APP_NAME}.app/Contents/Frameworks/SDL2.framework" -name Thumbs.db -exec rm {} \;
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        find "${APP_NAME}.app/Contents/Frameworks/SDL2.framework" -name .DS_Store -exec rm {} \;
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        find "${APP_NAME}.app/Contents/Frameworks/SDL2.framework" -type f -exec chmod -x {} \;
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        # deploy the game data (excluding the savegames) and drop a notice that the actual game data is instantiated elsewhere
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        echo "Deploying game data..."
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        cp -LR DATA "${APP_NAME}.app/Contents/Resources" || exit 1
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        rm "${APP_NAME}.app/Contents/Resources/DATA/SAVEGAME/"*
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        echo "This game data is READONLY. The actual game data (read/write) is instantiated out of this template in ~/Library/Application Support/Carmageddon/DATA." > "${APP_NAME}.app/Contents/Resources/README.txt"
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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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11 pmbaty 158
        # code signing is mandatory
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        codesign --force --deep --sign "${CS_IDENTITY}" --timestamp "${APP_NAME}.app"
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9 pmbaty 161
        echo "Output app bundle: ${APP_NAME}.app"
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        # zip on Mac to preserve executable flags
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        zip -r "${APP_NAME} (Mac).zip" "${APP_NAME}.app" && echo "A Zip file of the app bundle was created for convenience."
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else
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        # Linux/BSD/whatever: simply retrieve the compiled executable
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        cp ".build/${ARCH}/a.out" "${APP_NAME}.$(uname)-$(uname -m)"
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        echo "Output executable: ${APP_NAME}.$(uname)-$(uname -m)"
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fi
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# finished
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echo "${APP_NAME} was built successfully"
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exit 0