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Build script for self-contained Mac .app (#185)
* Add CMake settings to build universal binary and find SDL in app bundle * Source frameworks from extern folder * Add build script, info plist and big sur style icon * Add example build workflow (app won't be signed) * Use macOS 11 runner for better compatibility * Use better name for the build script, move metadata to Platform/macOS/ folder * Improve macOS build instructions * Fix workflow syntax and use a more specific glob pattern too * Add libs search paths to CMakeLists.txt instead of find files * Use same /Libs folder as libs search path * Make build-mac-app.sh not fail on repeated runs * Make build-mac-app.sh executable
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README.md
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README.md
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@ -74,6 +74,10 @@ This project is available as Flatpak on [Flathub](https://flathub.org/apps/detai
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### On macOS
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Install XCode (or at least Xcode Command Line Tools with `xcode-select --install`) and CMake.
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**Manual compilation:**
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* **Homebrew**: Install the `SDL2`, `SDL2_mixer` homebrew packages.
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* **MacPorts**: Install the `libSDL2`, `libSDL2_mixer` macports packages.
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@ -81,6 +85,12 @@ Compile with CMake. Ensure that `CMAKE_OSX_ARCHITECTURES` variable is set for ei
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Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Silicon) with Xcode 13.
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**Automated compilation:**
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Run the `build-mac-app.sh` script from the root of the repository. The app will be available in a DMG file named `SpaceCadetPinball-<version>-mac.dmg`.
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Tested with: macOS Ventura (Apple Silicon) with Xcode Command Line Tools 14 & macOS Big Sur on GitHub Runner (Intel) with XCode 13.
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## Plans
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* ~~Decompile original game~~
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