07313a08f4
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
133 lines
4.8 KiB
Python
133 lines
4.8 KiB
Python
#!/usr/bin/env python
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Import("env")
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import os, json
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from platform_methods import run_in_subprocess, architectures, lipo, get_build_version
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import platform_macos_builders
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import subprocess
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import shutil
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def generate_bundle(target, source, env):
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bin_dir = Dir("#bin").abspath
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if env.editor_build:
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# Editor bundle.
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prefix = "godot." + env["platform"] + "." + env["target"]
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if env.dev_build:
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prefix += ".dev"
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if env["precision"] == "double":
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prefix += ".double"
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# Lipo editor executable.
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target_bin = lipo(bin_dir + "/" + prefix, env.extra_suffix)
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# Assemble .app bundle and update version info.
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app_dir = Dir("#bin/" + (prefix + env.extra_suffix).replace(".", "_") + ".app").abspath
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templ = Dir("#misc/dist/macos_tools.app").abspath
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if os.path.exists(app_dir):
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shutil.rmtree(app_dir)
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shutil.copytree(templ, app_dir, ignore=shutil.ignore_patterns("Contents/Info.plist"))
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if not os.path.isdir(app_dir + "/Contents/MacOS"):
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os.mkdir(app_dir + "/Contents/MacOS")
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if target_bin != "":
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shutil.copy(target_bin, app_dir + "/Contents/MacOS/Godot")
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version = get_build_version(False)
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short_version = get_build_version(True)
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with open(Dir("#misc/dist/macos").abspath + "/editor_info_plist.template", "rt") as fin:
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with open(app_dir + "/Contents/Info.plist", "wt") as fout:
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for line in fin:
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line = line.replace("$version", version)
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line = line.replace("$short_version", short_version)
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fout.write(line)
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# Sign .app bundle.
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if env["bundle_sign_identity"] != "":
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sign_command = [
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"codesign",
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"-s",
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env["bundle_sign_identity"],
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"--deep",
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"--force",
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"--options=runtime",
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"--entitlements",
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]
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if env.dev_build:
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sign_command += [Dir("#misc/dist/macos").abspath + "/editor_debug.entitlements"]
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else:
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sign_command += [Dir("#misc/dist/macos").abspath + "/editor.entitlements"]
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sign_command += [app_dir]
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subprocess.run(sign_command)
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else:
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# Template bundle.
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app_prefix = "godot." + env["platform"]
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rel_prefix = "godot." + env["platform"] + "." + "template_release"
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dbg_prefix = "godot." + env["platform"] + "." + "template_debug"
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if env.dev_build:
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app_prefix += ".dev"
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rel_prefix += ".dev"
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dbg_prefix += ".dev"
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if env["precision"] == "double":
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app_prefix += ".double"
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rel_prefix += ".double"
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dbg_prefix += ".double"
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# Lipo template executables.
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rel_target_bin = lipo(bin_dir + "/" + rel_prefix, env.extra_suffix)
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dbg_target_bin = lipo(bin_dir + "/" + dbg_prefix, env.extra_suffix)
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# Assemble .app bundle.
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app_dir = Dir("#bin/macos_template.app").abspath
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templ = Dir("#misc/dist/macos_template.app").abspath
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if os.path.exists(app_dir):
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shutil.rmtree(app_dir)
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shutil.copytree(templ, app_dir)
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if not os.path.isdir(app_dir + "/Contents/MacOS"):
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os.mkdir(app_dir + "/Contents/MacOS")
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if rel_target_bin != "":
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shutil.copy(rel_target_bin, app_dir + "/Contents/MacOS/godot_macos_release.universal")
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if dbg_target_bin != "":
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shutil.copy(dbg_target_bin, app_dir + "/Contents/MacOS/godot_macos_debug.universal")
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# ZIP .app bundle.
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zip_dir = Dir("#bin/" + (app_prefix + env.extra_suffix).replace(".", "_")).abspath
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shutil.make_archive(zip_dir, "zip", root_dir=bin_dir, base_dir="macos_template.app")
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shutil.rmtree(app_dir)
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files = [
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"os_macos.mm",
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"godot_application.mm",
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"godot_application_delegate.mm",
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"crash_handler_macos.mm",
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"macos_terminal_logger.mm",
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"display_server_macos.mm",
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"godot_button_view.mm",
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"godot_content_view.mm",
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"godot_status_item.mm",
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"godot_window_delegate.mm",
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"godot_window.mm",
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"key_mapping_macos.mm",
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"godot_main_macos.mm",
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"godot_menu_delegate.mm",
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"godot_menu_item.mm",
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"godot_open_save_delegate.mm",
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"dir_access_macos.mm",
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"tts_macos.mm",
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"joypad_macos.mm",
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"rendering_context_driver_vulkan_macos.mm",
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"gl_manager_macos_angle.mm",
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"gl_manager_macos_legacy.mm",
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]
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prog = env.add_program("#bin/godot", files)
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if env["debug_symbols"] and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_macos_builders.make_debug_macos))
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if env["generate_bundle"]:
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generate_bundle_command = env.Command("generate_bundle", [], generate_bundle)
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command = env.AlwaysBuild(generate_bundle_command)
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env.Depends(command, [prog])
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