Another pass at the Mac OS X make scripts.
Ironed out issues with generating an application bundle with universal binaries on supported systems. Fall back to bundling a single architecture when support for universal binary generation is not available. Tested on Mac OS X 10.5.8 (and 10.5 SDK).
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3 changed files with 107 additions and 211 deletions
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@ -1,4 +1,4 @@
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#!/bin/sh
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#!/bin/bash
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#
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# Let's make the user give us a target build system
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@ -30,34 +30,7 @@ if [ -z "$DARWIN_GCC_ARCH" ]; then
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fi
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CC=gcc-4.0
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APPBUNDLE=ioquake3.app
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BINARY=ioquake3.${BUILDARCH}
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DEDBIN=ioq3ded.${BUILDARCH}
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PKGINFO=APPLIOQ3
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DESTDIR=build/release-darwin-${BUILDARCH}
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BASEDIR=baseq3
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MPACKDIR=missionpack
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BIN_OBJ="
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build/release-darwin-${BUILDARCH}/${BINARY}
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"
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BIN_DEDOBJ="
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build/release-darwin-${BUILDARCH}/${DEDBIN}
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"
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BASE_OBJ="
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build/release-darwin-${BUILDARCH}/$BASEDIR/cgame${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$BASEDIR/ui${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$BASEDIR/qagame${BUILDARCH}.dylib
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"
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MPACK_OBJ="
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build/release-darwin-${BUILDARCH}/$MPACKDIR/cgame${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$MPACKDIR/ui${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$MPACKDIR/qagame${BUILDARCH}.dylib
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"
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RENDER_OBJ="
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build/release-darwin-${BUILDARCH}/renderer_opengl1_${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/renderer_opengl2_${BUILDARCH}.dylib
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"
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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@ -101,9 +74,9 @@ NCPU=`sysctl -n hw.ncpu`
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# intel client and server
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if [ -d build/release-darwin-${BUILDARCH} ]; then
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rm -r build/release-darwin-${BUILDARCH}
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fi
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#if [ -d build/release-darwin-${BUILDARCH} ]; then
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# rm -r build/release-darwin-${BUILDARCH}
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#fi
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(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
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# use the following shell script to build an application bundle
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