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(svn r3257) -Codechange: [OSX] removed the dynamic lib in bundle option (introduced in rev 3230)
it caused way more problems than it solved
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11
Makefile
11
Makefile
@ -73,9 +73,6 @@
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# do `make install', the game won't be able to find it's files (so you should
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# also define all the following paths before building).
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#
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# OSX specific paths are set in os/macosx/Makefile
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# MAKEMOVEABLE moves the dynamic libs into the bundle to make the app independent from end user's libs (OSX only)
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#
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# So, the following paths should be defined if INSTALL is defined.
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# None of these paths have to end with /
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# PREFIX: Normally /usr/local
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@ -200,6 +197,14 @@ endif
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endif
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endif
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ifdef OSX
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ifdef RELEASE
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# all OSX releases needs to be static
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# end users don't tend to have the dynamic libs installed
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$(warning Compiling a dynamic release. It should be static unless you really know what you are doing!!!)
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endif
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endif
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# Force SDL on UNIX platforms
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ifndef WITH_SDL
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ifdef UNIX
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@ -2,40 +2,6 @@
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# This makefile is not a standalone makefile, but is called from the general one
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# it contains targets specific to MacOS X
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# it's possible to link OpenTTD dynamically and move the needed libs into the bundle
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# this way it's possible to move the app around without thinking about libs on the computer it runs on
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# dynamic linking is recommended for several reasons, specially because static linking makes issues with OpenTTD
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# to setup the lib paths, a few flags needs to be set (default setup should work if the libs were installed with fink)
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#
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# OSX_LIB_PATH: this is the path to where the lib files are located on the compiling computer. (default /sw/lib/)
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# OSX_LOCAL_LIB_PATH: is the path that the binary will use to search for the libs.
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# it's always an absolute path except when the keyword @executable_path is used, then it's the binary
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# it's important to remember that it's the binary and not the bundle, so to get the bundle path, use @executable_path/../../../
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ifdef RELEASE
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CONVERT_LIB_PATH:=convert_OSX_lib_path
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endif
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ifdef OSX_CHANGE_LIB_PATH
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CONVERT_LIB_PATH:=convert_OSX_lib_path
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endif
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ifndef OSX_LIB_PATH
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OSX_LIB_PATH:=/sw/lib/
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endif
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ifndef OSX_LOCAL_LIB_PATH
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OSX_LOCAL_LIB_PATH:=@executable_path/../lib/
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endif
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ifdef MAKEMOVEABLE
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CONVERT_LIB_PATH:=convert_OSX_lib_path
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OSX_LOCAL_LIB_PATH:=@executable_path/../lib/
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MOVE_LIB_INTO_BUNDLE:=move_lib_into_bundle
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endif
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# the rest is the targets. If more than one is called, they need to be called in the order they are written
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# build the bundle. OSX wants to keep apps in bundles, so we will give it one
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# the good thing about bundles is that you can keep extra files in them, so we keep lng files and a data dir in it
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@ -52,20 +18,6 @@ build_OSX_bundle: $(TTD)
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$(Q)cp lang/*.lng "$(OSXAPP)"/Contents/Lang/
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$(Q)cp $(TTD) "$(OSXAPP)"/Contents/MacOS/$(TTD)
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# set the path that OpenTTD will use to search for dynamic libraries
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$(CONVERT_LIB_PATH):
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$(Q)install_name_tool -change $(OSX_LIB_PATH)libSDL-1.2.0.dylib $(OSX_LOCAL_LIB_PATH)libSDL-1.2.0.dylib "$(OSXAPP)"/Contents/MacOS/$(TTD)
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$(Q)install_name_tool -change $(OSX_LIB_PATH)libpng12.0.dylib $(OSX_LOCAL_LIB_PATH)libpng12.0.dylib "$(OSXAPP)"/Contents/MacOS/$(TTD)
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# copies the lib files into the bundle. This way you can move the bundle around like if it were statically linked
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$(MOVE_LIB_INTO_BUNDLE):
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$(Q)mkdir -p "$(OSXAPP)"/Contents/lib/
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$(Q)cp -RH $(OSX_LIB_PATH)libSDL-1.2.0.dylib "$(OSXAPP)"/Contents/lib/libSDL-1.2.0.dylib
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$(Q)cp -RH $(OSX_LIB_PATH)libpng12.0.dylib "$(OSXAPP)"/Contents/lib/libpng12.0.dylib
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# make the release disk image. Should only be used with releases and is a good and fast way to make sure to remember all the needed files
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release: all
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$(Q)mkdir -p "OpenTTD $(RELEASE)"
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@ -85,6 +37,6 @@ release: all
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$(Q)/usr/bin/hdiutil create -ov -format UDZO -srcfolder "OpenTTD $(RELEASE)" openttd-"$(RELEASE)"-osx.dmg
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$(Q)rm -fr "OpenTTD $(RELEASE)"
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$(OSX): $(TTD) build_OSX_bundle $(CONVERT_LIB_PATH)
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$(OSX): $(TTD) build_OSX_bundle
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.PHONY: release $(CONVERT_LIB_PATH) $(MOVE_LIB_INTO_BUNDLE) build_OSX_bundle
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.PHONY: release build_OSX_bundle
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