godot/platform/macos/SCsub
Jezer Mejía 07313a08f4 Migrate macos controller API to GameController.h
This should fix a lot of issues regarding to old controller API, such as vibration

Haptics (vibrations) are only available in macOS 11+, so haptics are now
processed in macOS 11+ only. Also, this doesn't interfere with
controller's input as controller support is available in macOS 10.9+.

Added a Note for macOS regarding vibration support
2024-02-20 08:13:05 -06:00

133 lines
4.8 KiB
Python

#!/usr/bin/env python
Import("env")
import os, json
from platform_methods import run_in_subprocess, architectures, lipo, get_build_version
import platform_macos_builders
import subprocess
import shutil
def generate_bundle(target, source, env):
bin_dir = Dir("#bin").abspath
if env.editor_build:
# Editor bundle.
prefix = "godot." + env["platform"] + "." + env["target"]
if env.dev_build:
prefix += ".dev"
if env["precision"] == "double":
prefix += ".double"
# Lipo editor executable.
target_bin = lipo(bin_dir + "/" + prefix, env.extra_suffix)
# Assemble .app bundle and update version info.
app_dir = Dir("#bin/" + (prefix + env.extra_suffix).replace(".", "_") + ".app").abspath
templ = Dir("#misc/dist/macos_tools.app").abspath
if os.path.exists(app_dir):
shutil.rmtree(app_dir)
shutil.copytree(templ, app_dir, ignore=shutil.ignore_patterns("Contents/Info.plist"))
if not os.path.isdir(app_dir + "/Contents/MacOS"):
os.mkdir(app_dir + "/Contents/MacOS")
if target_bin != "":
shutil.copy(target_bin, app_dir + "/Contents/MacOS/Godot")
version = get_build_version(False)
short_version = get_build_version(True)
with open(Dir("#misc/dist/macos").abspath + "/editor_info_plist.template", "rt") as fin:
with open(app_dir + "/Contents/Info.plist", "wt") as fout:
for line in fin:
line = line.replace("$version", version)
line = line.replace("$short_version", short_version)
fout.write(line)
# Sign .app bundle.
if env["bundle_sign_identity"] != "":
sign_command = [
"codesign",
"-s",
env["bundle_sign_identity"],
"--deep",
"--force",
"--options=runtime",
"--entitlements",
]
if env.dev_build:
sign_command += [Dir("#misc/dist/macos").abspath + "/editor_debug.entitlements"]
else:
sign_command += [Dir("#misc/dist/macos").abspath + "/editor.entitlements"]
sign_command += [app_dir]
subprocess.run(sign_command)
else:
# Template bundle.
app_prefix = "godot." + env["platform"]
rel_prefix = "godot." + env["platform"] + "." + "template_release"
dbg_prefix = "godot." + env["platform"] + "." + "template_debug"
if env.dev_build:
app_prefix += ".dev"
rel_prefix += ".dev"
dbg_prefix += ".dev"
if env["precision"] == "double":
app_prefix += ".double"
rel_prefix += ".double"
dbg_prefix += ".double"
# Lipo template executables.
rel_target_bin = lipo(bin_dir + "/" + rel_prefix, env.extra_suffix)
dbg_target_bin = lipo(bin_dir + "/" + dbg_prefix, env.extra_suffix)
# Assemble .app bundle.
app_dir = Dir("#bin/macos_template.app").abspath
templ = Dir("#misc/dist/macos_template.app").abspath
if os.path.exists(app_dir):
shutil.rmtree(app_dir)
shutil.copytree(templ, app_dir)
if not os.path.isdir(app_dir + "/Contents/MacOS"):
os.mkdir(app_dir + "/Contents/MacOS")
if rel_target_bin != "":
shutil.copy(rel_target_bin, app_dir + "/Contents/MacOS/godot_macos_release.universal")
if dbg_target_bin != "":
shutil.copy(dbg_target_bin, app_dir + "/Contents/MacOS/godot_macos_debug.universal")
# ZIP .app bundle.
zip_dir = Dir("#bin/" + (app_prefix + env.extra_suffix).replace(".", "_")).abspath
shutil.make_archive(zip_dir, "zip", root_dir=bin_dir, base_dir="macos_template.app")
shutil.rmtree(app_dir)
files = [
"os_macos.mm",
"godot_application.mm",
"godot_application_delegate.mm",
"crash_handler_macos.mm",
"macos_terminal_logger.mm",
"display_server_macos.mm",
"godot_button_view.mm",
"godot_content_view.mm",
"godot_status_item.mm",
"godot_window_delegate.mm",
"godot_window.mm",
"key_mapping_macos.mm",
"godot_main_macos.mm",
"godot_menu_delegate.mm",
"godot_menu_item.mm",
"godot_open_save_delegate.mm",
"dir_access_macos.mm",
"tts_macos.mm",
"joypad_macos.mm",
"rendering_context_driver_vulkan_macos.mm",
"gl_manager_macos_angle.mm",
"gl_manager_macos_legacy.mm",
]
prog = env.add_program("#bin/godot", files)
if env["debug_symbols"] and env["separate_debug_symbols"]:
env.AddPostAction(prog, run_in_subprocess(platform_macos_builders.make_debug_macos))
if env["generate_bundle"]:
generate_bundle_command = env.Command("generate_bundle", [], generate_bundle)
command = env.AlwaysBuild(generate_bundle_command)
env.Depends(command, [prog])