Add macOS bundle completion scripts #178
|
@ -0,0 +1,71 @@
|
|||
#-- Need this for link line stuff?
|
||||
if(COMMAND cmake_policy)
|
||||
cmake_policy(SET CMP0009 NEW)
|
||||
endif(COMMAND cmake_policy)
|
||||
|
||||
# gp_item_default_embedded_path item default_embedded_path_var
|
||||
#
|
||||
# Return the path that others should refer to the item by when the item
|
||||
# is embedded inside a bundle.
|
||||
#
|
||||
# Override on a per-project basis by providing a project-specific
|
||||
# gp_item_default_embedded_path_override function.
|
||||
#
|
||||
function(gp_item_default_embedded_path_override item default_embedded_path_var)
|
||||
#
|
||||
# The assumption here is that all executables in the bundle will be
|
||||
# in same-level-directories inside the bundle. The parent directory
|
||||
# of an executable inside the bundle should be MacOS or a sibling of
|
||||
# MacOS and all embedded paths returned from here will begin with
|
||||
# "@loader_path/../" and will work from all executables in all
|
||||
# such same-level-directories inside the bundle.
|
||||
#
|
||||
|
||||
# By default, embed things right next to the main bundle executable:
|
||||
#
|
||||
set (install_name_prefix "@executable_path")
|
||||
# -------------------------------------------------------------------
|
||||
# If your application uses plugins then you should consider using the following
|
||||
# instead but will limit your deployment to OS X 10.4. There is also a patch
|
||||
# needed for CMake that as of Sept 30, 2008 has NOT been applied to CMake.
|
||||
# set (install_name_prefix "@loader_path")
|
||||
|
||||
set(path "${install_name_prefix}/../../Contents/MacOS")
|
||||
|
||||
set(overridden 0)
|
||||
|
||||
# Embed .dylibs in the Libraries Directory
|
||||
#
|
||||
if(item MATCHES "\\.dylib$")
|
||||
set(path "${install_name_prefix}/../Libraries")
|
||||
set(overridden 1)
|
||||
endif(item MATCHES "\\.dylib$")
|
||||
|
||||
# Embed .so files in the Plugins directory
|
||||
#
|
||||
if(item MATCHES "\\.so$")
|
||||
set(path "${install_name_prefix}/../Plugins")
|
||||
set(overridden 1)
|
||||
endif(item MATCHES "\\.so$")
|
||||
|
||||
# Embed frameworks in the embedded "Frameworks" directory (sibling of MacOS):
|
||||
#
|
||||
if(NOT overridden)
|
||||
if(item MATCHES "[^/]+\\.framework/")
|
||||
set(path "${install_name_prefix}/../Frameworks")
|
||||
set(overridden 1)
|
||||
endif(item MATCHES "[^/]+\\.framework/")
|
||||
endif(NOT overridden)
|
||||
|
||||
set(${default_embedded_path_var} "${path}" PARENT_SCOPE)
|
||||
endfunction(gp_item_default_embedded_path_override)
|
||||
|
||||
# -- Copy the App bundle to the installation location first
|
||||
EXECUTE_PROCESS(COMMAND "${CMAKE_CURRENT_SOURCE_DIR}/patches/macos/CreateBundle.sh")
|
||||
|
||||
# -- Run the BundleUtilities cmake code
|
||||
include(BundleUtilities)
|
||||
set(BU_CHMOD_BUNDLE_ITEMS ON)
|
||||
fixup_bundle("${CMAKE_CURRENT_SOURCE_DIR}/mkxp.app" "" "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
execute_process(COMMAND chmod 0700 "${CMAKE_CURRENT_SOURCE_DIR}/mkxp.app")
|
||||
execute_process(COMMAND sh -c "cp -rf ${CMAKE_CURRENT_SOURCE_DIR}/patches/macos/mkxp.conf ${CMAKE_CURRENT_SOURCE_DIR}/mkxp.app/Contents/Resources/mkxp.conf")
|
|
@ -0,0 +1,11 @@
|
|||
#!/bin/sh
|
||||
|
||||
OSX_App="$pwd/mkxp.app"
|
||||
ContentsDir="$OSX_App/Contents"
|
||||
LibrariesDir="$OSX_App/Contents/Libraries"
|
||||
|
||||
# create directories in the @target@.app bundle
|
||||
if [ ! -e $LibrariesDir ]
|
||||
then
|
||||
mkdir -p "$LibrariesDir"
|
||||
fi
|
|
@ -0,0 +1,298 @@
|
|||
# Lines starting with '#' are comments.
|
||||
#
|
||||
# About filesystem paths specified in this config:
|
||||
# The "gameFolder" path is resolved either relative
|
||||
# to the directory containing the mkxp executable
|
||||
# (the default behavior), or relative to the current
|
||||
# working directory (when compiled with
|
||||
# -DWORKDIR_CURRENT). All other paths are resolved
|
||||
# relative to gameFolder and ignoring both RTPs and
|
||||
# encrypted archives.
|
||||
|
||||
|
||||
# Specify the RGSS version to run under.
|
||||
# Possible values are 0, 1, 2, 3. If set to 0,
|
||||
# mkxp will try to guess the required version
|
||||
# based on the game files found in gameFolder.
|
||||
# If this fails, the version defaults to 1.
|
||||
# (default: 0)
|
||||
#
|
||||
# rgssVersion=1
|
||||
|
||||
|
||||
# Create a debug context and log
|
||||
# OpenGL debug information to the console
|
||||
# (default: disabled)
|
||||
#
|
||||
# debugMode=false
|
||||
|
||||
|
||||
# Continuously print average FPS to console.
|
||||
# This setting does not affect the window title
|
||||
# FPS display toggled via F2
|
||||
# (default: disabled)
|
||||
#
|
||||
# printFPS=false
|
||||
|
||||
|
||||
# Game window is resizable
|
||||
# (default: disabled)
|
||||
#
|
||||
# winResizable=false
|
||||
|
||||
|
||||
# Start game in fullscreen (this can
|
||||
# always be toggled with Alt-Enter at runtime)
|
||||
# (default: disabled)
|
||||
#
|
||||
# fullscreen=false
|
||||
|
||||
|
||||
# Preserve game screen aspect ratio,
|
||||
# as opposed to stretch-to-fill
|
||||
# (default: enabled)
|
||||
#
|
||||
# fixedAspectRatio=true
|
||||
|
||||
|
||||
# Apply linear interpolation when game screen
|
||||
# is upscaled
|
||||
# (default: enabled)
|
||||
#
|
||||
# smoothScaling=true
|
||||
|
||||
|
||||
# Sync screen redraws to the monitor refresh rate
|
||||
# (default: disabled)
|
||||
#
|
||||
# vsync=false
|
||||
|
||||
|
||||
# Specify the window width on startup. If set to 0,
|
||||
# it will default to the default resolution width
|
||||
# specific to the RGSS version (640 in RGSS1, 544
|
||||
# in RGSS2 or higher).
|
||||
# (default: 0)
|
||||
#
|
||||
# defScreenW=640
|
||||
|
||||
|
||||
# Specify the window height on startup. If set to 0,
|
||||
# it will default to the default resolution height
|
||||
# specific to the RGSS version (480 in RGSS1, 416
|
||||
# in RGSS2 or higher).
|
||||
# (default: 0)
|
||||
#
|
||||
# defScreenH=480
|
||||
|
||||
|
||||
# Enforce a static frame rate
|
||||
# (0 = disabled)
|
||||
#
|
||||
# fixedFramerate=0
|
||||
|
||||
|
||||
# Skip (don't draw) frames when behind
|
||||
# (default: enabled)
|
||||
#
|
||||
# frameSkip=true
|
||||
|
||||
|
||||
# Use a fixed framerate that is approx. equal to the
|
||||
# native screen refresh rate. This is different from
|
||||
# "fixedFramerate" because the actual frame rate is
|
||||
# reported back to the game, ensuring correct timers.
|
||||
# If the screen refresh rate cannot be determined,
|
||||
# this option is force-disabled
|
||||
# (default: disabled)
|
||||
#
|
||||
# syncToRefreshrate=false
|
||||
|
||||
|
||||
# Don't use alpha blending when rendering text
|
||||
# (default: disabled)
|
||||
#
|
||||
# solidFonts=false
|
||||
|
||||
|
||||
# Work around buggy graphics drivers which don't
|
||||
# properly synchronize texture access, most
|
||||
# apparent when text doesn't show up or the map
|
||||
# tileset doesn't render at all
|
||||
# (default: disabled)
|
||||
#
|
||||
# subImageFix=false
|
||||
|
||||
|
||||
# Enable framebuffer blitting if the driver is
|
||||
# capable of it. Some drivers carry buggy
|
||||
# implementations of this functionality, so
|
||||
# disabling it can be used as a workaround
|
||||
# (default: enabled)
|
||||
#
|
||||
# enableBlitting=true
|
||||
|
||||
|
||||
# Limit the maximum size (width, height) of
|
||||
# most textures mkxp will create (exceptions are
|
||||
# rendering backbuffers and similar).
|
||||
# If set to 0, the hardware maximum is used.
|
||||
# This is useful for recording traces that can
|
||||
# be played back on machines with lower specs.
|
||||
# (default: 0)
|
||||
#
|
||||
# maxTextureSize=0
|
||||
|
||||
|
||||
# Set the base path of the game to '/path/to/game'
|
||||
# (default: executable directory)
|
||||
#
|
||||
gameFolder=../../..
|
||||
|
||||
|
||||
# Use either right or left Alt + Enter to toggle
|
||||
# fullscreen
|
||||
# (default: disabled)
|
||||
#
|
||||
# anyAltToggleFS=false
|
||||
|
||||
|
||||
# Enable F12 game reset
|
||||
# (default: enabled)
|
||||
#
|
||||
# enableReset=true
|
||||
|
||||
|
||||
# Allow symlinks for game assets to be followed
|
||||
# (default: disabled)
|
||||
#
|
||||
# allowSymlinks=false
|
||||
|
||||
|
||||
# Organisation / company and application / game
|
||||
# name to build the directory path where mkxp
|
||||
# will store game specific data (eg. key bindings).
|
||||
# If not specified, mkxp will save to a common
|
||||
# directory shared by all games. Note that these
|
||||
# are TWO individual config entries, and both need
|
||||
# to be defined for this to take effect.
|
||||
# (default: none)
|
||||
#
|
||||
# dataPathOrg=mycompany
|
||||
# dataPathApp=mygame
|
||||
|
||||
|
||||
# Set the game window icon to 'path/to/icon.png'
|
||||
# (default: none)
|
||||
#
|
||||
# iconPath=/path/to/icon.png
|
||||
|
||||
|
||||
# Instead of playing an RPG Maker game,
|
||||
# execute a single plain text script instead
|
||||
# (default: none)
|
||||
#
|
||||
# customScript=/path/to/script.rb
|
||||
|
||||
|
||||
# Define raw scripts to be executed before the
|
||||
# actual Scripts.rxdata execution starts
|
||||
# (default: none)
|
||||
#
|
||||
# preloadScript=my_win32_wrapper.rb
|
||||
# preloadScript=ruby18_fixes.rb
|
||||
|
||||
|
||||
# Index all accesible assets via their lower case path
|
||||
# (emulates windows case insensitivity)
|
||||
# (default: enabled)
|
||||
#
|
||||
# pathCache=true
|
||||
|
||||
|
||||
# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
|
||||
# asset search path (multiple allowed)
|
||||
# (default: none)
|
||||
#
|
||||
# RTP=/path/to/rtp1
|
||||
# RTP=/path/to/rtp2.zip
|
||||
# RTP=/path/to/game.rgssad
|
||||
|
||||
|
||||
# Use the script's name as filename in warnings and error messages
|
||||
# (default: disabled)
|
||||
#
|
||||
# useScriptNames=false
|
||||
|
||||
|
||||
# Font substitutions allow drop-in replacements of fonts
|
||||
# to be used without changing the RGSS scripts,
|
||||
# eg. providing 'Open Sans' when the game thinkgs it's
|
||||
# using 'Arial'. Font family to be substituted and
|
||||
# replacement family are separated by one sole '>'.
|
||||
# Be careful not to include any spaces.
|
||||
# This is not connected to the built-in font, which is
|
||||
# always used when a non-existing font family is
|
||||
# requested by RGSS.
|
||||
# (default: none)
|
||||
#
|
||||
# fontSub=Arial>Open Sans
|
||||
# fontSub=Times New Roman>Liberation Serif
|
||||
|
||||
|
||||
# Because mkxp is usually distributed as a stand alone
|
||||
# build, no predefined load paths are initialized
|
||||
# ($:, $LOAD_PATH) in the MRI backend. With this option,
|
||||
# they can be specified manually (eg. when using a system
|
||||
# libruby.so). It is however recommended to statically
|
||||
# link all required gems into libruby.so.
|
||||
# (default: none)
|
||||
#
|
||||
# rubyLoadpath=/usr/lib64/ruby/
|
||||
# rubyLoadpath=/usr/local/share/ruby/site_ruby
|
||||
|
||||
|
||||
# SoundFont to use for midi playback (via fluidsynth)
|
||||
# (default: none)
|
||||
#
|
||||
# midi.soundFont=/usr/share/mysoundfont.sf2
|
||||
|
||||
|
||||
# Activate "chorus" effect for midi playback
|
||||
#
|
||||
# midi.chorus=false
|
||||
|
||||
|
||||
# Activate "reverb" effect for midi playback
|
||||
#
|
||||
# midi.reverb=false
|
||||
|
||||
|
||||
# Number of OpenAL sources to allocate for SE playback.
|
||||
# If there are a lot of sounds playing at the same time
|
||||
# and audibly cutting each other off, try increasing
|
||||
# this number. Maximum: 64.
|
||||
#
|
||||
# SE.sourceCount=6
|
||||
|
||||
|
||||
# The Windows game executable name minus ".exe". By default
|
||||
# this is "Game", but some developers manually rename it.
|
||||
# mkxp needs this name because both the .ini (game
|
||||
# configuration) and .rgssad (encrypted data archive) must
|
||||
# carry the same name minus their extension, and we cannot
|
||||
# guess the executable's name.
|
||||
# You could just as well rename them both to "Game.ini" and
|
||||
# "Game.rgssad", but specifying the executable name here
|
||||
# is a tiny bit less intrusive.
|
||||
#
|
||||
# execName=Game
|
||||
|
||||
|
||||
# Give a hint on which language the game title as
|
||||
# specified in the Game.ini is, useful if the encoding
|
||||
# is being falsely detected. Relevant only if mkxp was
|
||||
# built with automatic encoding conversion (INI_ENCODING).
|
||||
# (default: none)
|
||||
#
|
||||
# titleLanguage=japanese
|
Loading…
Reference in New Issue