- Add macOS static and dynamic library linking support - Add cross-platform build scripts for Windows, macOS, and Linux - Add project creation script with metadata embedding - Add macOS app bundle creation with icon support - Update CMakeLists.txt for platform detection - Fix STB rect pack duplicate symbols - Remove test images and unused files - Consolidate documentation into MACOS.md
226 lines
5.8 KiB
Bash
Executable File
226 lines
5.8 KiB
Bash
Executable File
#!/bin/bash
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# ReiLua Release Build Script
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# Works on Windows (w64devkit) and macOS
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echo "================================"
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echo "ReiLua - Release Build"
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echo "================================"
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echo ""
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# Get the script directory and navigate to project root
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SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
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cd "$SCRIPT_DIR/.." || exit 1
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# Check if we're in the right directory
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if [ ! -f "CMakeLists.txt" ]; then
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echo "ERROR: Cannot find CMakeLists.txt in project root"
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exit 1
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fi
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# Check for dependencies on macOS
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if [[ "$OSTYPE" == "darwin"* ]]; then
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echo "Checking macOS build configuration..."
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# Check if static libraries exist
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if [ -f "../lib/macos/libraylib.a" ] && [ -f "../lib/macos/liblua.a" ]; then
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echo "✓ Static libraries found - building for distribution"
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echo " (Single-file executable, no dependencies)"
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echo ""
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else
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echo "⚠️ Static libraries not found - using Homebrew libraries"
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echo ""
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echo "This build will require raylib/lua at runtime."
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echo ""
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echo "For distribution builds (single executable), run:"
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echo " ./scripts/macos/build_static_libs.sh"
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echo ""
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# Check for Homebrew dependencies
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MISSING_DEPS=()
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if ! brew list glfw &>/dev/null; then
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MISSING_DEPS+=("glfw")
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fi
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if ! brew list raylib &>/dev/null; then
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MISSING_DEPS+=("raylib")
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fi
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if ! brew list lua &>/dev/null; then
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MISSING_DEPS+=("lua")
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fi
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if [ ${#MISSING_DEPS[@]} -gt 0 ]; then
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echo "ERROR: Missing Homebrew packages: ${MISSING_DEPS[*]}"
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echo ""
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echo "Install with:"
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echo " brew install ${MISSING_DEPS[*]} pkg-config"
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echo ""
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exit 1
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fi
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echo "✓ Homebrew dependencies found"
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echo ""
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fi
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fi
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# Create and navigate to build directory
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mkdir -p build
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cd build || exit 1
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# Clean old embedded files
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echo "Cleaning old embedded files..."
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rm -f embedded_main.h embedded_assets.h
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# Check for Lua files
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echo ""
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echo "Checking for Lua files..."
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LUA_FILES=$(ls *.lua 2>/dev/null | wc -l)
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if [ "$LUA_FILES" -eq 0 ]; then
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echo ""
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echo "WARNING: No Lua files found in build directory!"
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echo ""
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echo "Please copy your Lua files:"
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echo " cd build"
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echo " cp ../your_game/*.lua ."
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echo ""
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read -p "Do you want to continue anyway? (y/N): " -n 1 -r
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echo ""
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if [[ ! $REPLY =~ ^[Yy]$ ]]; then
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exit 1
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fi
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else
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echo "Found $LUA_FILES Lua file(s):"
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ls -1 *.lua
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fi
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# Check for assets folder
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echo ""
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echo "Checking for assets..."
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if [ ! -d "assets" ]; then
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echo ""
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echo "WARNING: No assets folder found!"
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echo ""
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echo "To embed assets, create the folder and copy files:"
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echo " cd build"
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echo " mkdir assets"
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echo " cp ../your_game/assets/* assets/"
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echo ""
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read -p "Do you want to continue without assets? (y/N): " -n 1 -r
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echo ""
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if [[ ! $REPLY =~ ^[Yy]$ ]]; then
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exit 1
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fi
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EMBED_ASSETS="OFF"
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else
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ASSET_FILES=$(find assets -type f 2>/dev/null | wc -l)
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echo "Found $ASSET_FILES asset file(s) in assets folder"
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EMBED_ASSETS="ON"
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fi
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echo ""
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echo "================================"
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echo "Build Configuration"
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echo "================================"
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echo "Lua Embedding: ON"
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echo "Asset Embedding: $EMBED_ASSETS"
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echo "Build Type: Release"
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echo "================================"
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echo ""
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read -p "Press Enter to continue or Ctrl+C to cancel..."
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# Clean CMake cache to ensure fresh configuration
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echo ""
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echo "Cleaning CMake cache..."
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rm -rf CMakeCache.txt CMakeFiles/
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# Detect platform and set appropriate generator
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if [[ "$OSTYPE" == "darwin"* ]]; then
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# macOS
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CMAKE_GENERATOR="Unix Makefiles"
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BUILD_CMD="make"
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elif [[ "$OSTYPE" == "msys" || "$OSTYPE" == "mingw"* ]]; then
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# Windows with MinGW
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CMAKE_GENERATOR="MinGW Makefiles"
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BUILD_CMD="make"
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else
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# Linux and others
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CMAKE_GENERATOR="Unix Makefiles"
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BUILD_CMD="make"
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fi
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# Configure with embedding enabled
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echo ""
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echo "Configuring CMake for release (${OSTYPE})..."
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cmake -G "$CMAKE_GENERATOR" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=$EMBED_ASSETS -DCMAKE_BUILD_TYPE=Release
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if [ $? -ne 0 ]; then
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echo ""
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echo "ERROR: CMake configuration failed!"
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exit 1
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fi
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# Build
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echo ""
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echo "Building ReiLua Release..."
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$BUILD_CMD
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if [ $? -ne 0 ]; then
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echo ""
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echo "ERROR: Build failed!"
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exit 1
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fi
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# Show embedded file info
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echo ""
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echo "================================"
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echo "Embedded Files Summary"
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echo "================================"
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if [ -f "embedded_main.h" ]; then
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echo ""
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echo "Embedded Lua files:"
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grep 'Embedded file:' embedded_main.h | sed 's/.*Embedded file: / - /'
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else
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echo "No Lua files embedded"
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fi
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if [ -f "embedded_assets.h" ]; then
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echo ""
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echo "Embedded assets:"
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grep 'Embedded asset:' embedded_assets.h | sed 's/.*Embedded asset: / - /' | sed 's/ (.*//'
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else
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echo "No assets embedded"
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fi
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# Get executable size
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echo ""
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echo "================================"
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echo "Build Complete!"
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echo "================================"
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# Detect executable name based on platform
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if [[ "$OSTYPE" == "darwin"* ]]; then
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EXE_NAME="ReiLua"
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else
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EXE_NAME="ReiLua.exe"
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fi
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EXESIZE=$(du -h "$EXE_NAME" | cut -f1)
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echo ""
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echo "Executable: $EXE_NAME ($EXESIZE)"
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echo "Location: $(pwd)/$EXE_NAME"
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echo ""
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echo "Your game is ready for distribution!"
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echo ""
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echo "To test the release build:"
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echo " ./$EXE_NAME --log (with console)"
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echo " ./$EXE_NAME (production mode)"
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echo ""
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echo "To distribute:"
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echo " - Copy $EXE_NAME to your distribution folder"
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echo " - Rename it to your game name (optional)"
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echo " - That's it! Single file distribution!"
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echo ""
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