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Use an XCode project instead of Unix build scripts
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Built with XCode 10, which uses xcassets instead of .icns bundles.

Made a custom icon, so people know they're running a fork.
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0xDEC0DE committed Aug 30, 2019
1 parent bd92240 commit 02eaf75
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Showing 23 changed files with 4,575 additions and 142 deletions.
2 changes: 2 additions & 0 deletions sc2/.gitignore
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build/macosx/build/
cscope.out
18 changes: 1 addition & 17 deletions sc2/INSTALL.macosx
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Expand Up @@ -35,20 +35,4 @@ For libvorbis:
- As above, but you need the "Release" target.

To build:
- Run ./build.sh in the sc2/ directory and choose your configuration
options. The only truly important one is to use Included MikMod
instead of System MikMod.
- If the build fails because SDL_include.h has errors, run

./build.sh uqm clean

then

CFLAGS="-I/Library/Frameworks/SDL.framework/Headers" ./build.sh uqm config

You'll need to set that CFLAGS in that manner each time you
reconfig, but not each time you rebuild. (So, every time you clean,
you'll need to reset that CFLAGS.)

- If it builds without errors (last line is LINK uqm or LINK
uqm-debug), ./build.sh uqm install to build the .app.
- Use the Xcode project in build/macosx
20 changes: 20 additions & 0 deletions sc2/build/macosx/The Ur-Quan Masters-Info.plist
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
</dict>
</plist>
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{
"images" : [
{
"size" : "16x16",
"idiom" : "mac",
"filename" : "appicon-8.png",
"scale" : "1x"
},
{
"size" : "16x16",
"idiom" : "mac",
"filename" : "appicon-7.png",
"scale" : "2x"
},
{
"size" : "32x32",
"idiom" : "mac",
"filename" : "appicon-6.png",
"scale" : "1x"
},
{
"size" : "32x32",
"idiom" : "mac",
"filename" : "appicon-5.png",
"scale" : "2x"
},
{
"size" : "128x128",
"idiom" : "mac",
"filename" : "appicon-4.png",
"scale" : "1x"
},
{
"size" : "128x128",
"idiom" : "mac",
"filename" : "appicon-3.png",
"scale" : "2x"
},
{
"size" : "256x256",
"idiom" : "mac",
"filename" : "appicon-2.png",
"scale" : "1x"
},
{
"size" : "256x256",
"idiom" : "mac",
"filename" : "appicon-1.png",
"scale" : "2x"
},
{
"size" : "512x512",
"idiom" : "mac",
"filename" : "appicon.png",
"scale" : "1x"
},
{
"size" : "512x512",
"idiom" : "mac",
"filename" : "appicon-9.png",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}
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{
"info" : {
"version" : 1,
"author" : "xcode"
}
}
63 changes: 63 additions & 0 deletions sc2/build/macosx/config_unix.h
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/* This file contains some compile-time configuration options for *nix
* systems.
* config_unix.h is generated from config_unix.h.in by build.sh
* When building on MS Windows using build.sh (MinGW, Cygwin),
* config_win.h is generated from src/config_win.h.in.
* When using MSVC on MS Windows, you'll have to edit src/msvc++/config.h
* manually if you want anything else than the defaults.
*/

#ifndef _CONFIG_UNIX_H
#define _CONFIG_UNIX_H

/* Directory where the UQM game data is located */
#define CONTENTDIR "/uqm/content"

/* Directory where game data will be stored */
#define USERDIR "~/.uqm/"

/* Directory where config files will be stored */
#define CONFIGDIR USERDIR

/* Directory where supermelee teams will be stored */
#define MELEEDIR "${UQM_CONFIG_DIR}/teams/"

/* Directory where save games will be stored */
#define SAVEDIR "${UQM_CONFIG_DIR}/save/"

/* Defined if words are stored with the most significant byte first */
#undef WORDS_BIGENDIAN

/* Defined if your system has readdir_r of its own */
#define HAVE_READDIR_R

/* Defined if your system has setenv of its own */
#define HAVE_SETENV

/* Defined if your system has strupr of its own */
#undef HAVE_STRUPR

/* Defined if your system has strcasecmp of its own */
#define HAVE_STRCASECMP_UQM
// Not using "HAVE_STRCASECMP" as that conflicts with SDL.

/* Defined if your system has stricmp of its own */
#undef HAVE_STRICMP

/* Defined if your system has getopt_long */
#define HAVE_GETOPT_LONG

/* Defined if your system has iswgraph of its own*/
#define HAVE_ISWGRAPH

/* Defined if your system has wchar_t of its own */
#define HAVE_WCHAR_T

/* Defined if your system has wint_t of its own */
#define HAVE_WINT_T

/* Defined if your system has _Bool of its own */
#define HAVE__BOOL

#endif /* _CONFIG_UNIX_H */

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