spine-runtimes/spine-godot/build/build-extension.sh
2024-12-11 18:59:44 +01:00

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#!/bin/bash
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd "$dir" > /dev/null
if [ ! -d ../godot-cpp ]; then
echo "No godot-cpp clone found. Run ./setup-extension.sh <Godot branch or tag> <dev> first."
exit 1
fi
options=""
dev="false"
raw_platform=${1%/} # Store the raw platform name before adding platform=
platform="platform=$raw_platform" # Add platform= prefix
arch=$2
if [ -f "../godot-cpp/dev" ]; then
dev="true"
echo "DEV build"
fi
if [ $dev == "true" ]; then
options="$options dev_build=true"
fi
if [ -z $raw_platform ]; then
echo "Platform: current"
platform=""
else
echo "Platform: $raw_platform"
fi
if [ ! -z "$arch" ]; then
echo "Architecture: $arch"
if [ "$raw_platform" == "linux" ] || [ "$raw_platform" == "android" ]; then
options="$options arch=$arch"
fi
fi
cpus=2
if [ "$OSTYPE" == "msys" ]; then
os="windows"
cpus=$NUMBER_OF_PROCESSORS
elif [[ "$OSTYPE" == "darwin"* ]]; then
os="macos"
cpus=$(sysctl -n hw.logicalcpu)
if [ `uname -m` == "arm64" ]; then
echo "Would do Apple Silicon specific setup"
fi
else
os="linux"
cpus=$(grep -c ^processor /proc/cpuinfo)
fi
echo "CPUS: $cpus"
pushd ..
if [ "$raw_platform" == "ios" ]; then
BINDIR="example-v4-extension/bin/ios"
mkdir -p $BINDIR
# Step 1: Build simulator binaries
echo "Building for iOS simulator..."
scons -j $cpus $options $platform target=template_debug arch=universal ios_simulator=yes
mv $BINDIR/ios.framework/libspine_godot.ios.template_debug $BINDIR/libspine_godot.ios.template_debug.simulator.a
scons -j $cpus $options $platform target=template_release arch=universal ios_simulator=yes
mv $BINDIR/ios.framework/libspine_godot.ios.template_release $BINDIR/libspine_godot.ios.template_release.simulator.a
# Step 2: Build device binaries
echo "Building for iOS device..."
scons -j $cpus $options $platform target=template_debug arch=arm64 ios_simulator=no
mv $BINDIR/ios.framework/libspine_godot.ios.template_debug $BINDIR/libspine_godot.ios.template_debug.a
scons -j $cpus $options $platform target=template_release arch=arm64 ios_simulator=no
mv $BINDIR/ios.framework/libspine_godot.ios.template_release $BINDIR/libspine_godot.ios.template_release.a
# Step 3: Create xcframeworks
echo "Creating xcframeworks..."
xcodebuild -create-xcframework \
-library $BINDIR/libspine_godot.ios.template_debug.a \
-library $BINDIR/libspine_godot.ios.template_debug.simulator.a \
-output $BINDIR/libspine_godot.ios.template_debug.xcframework
xcodebuild -create-xcframework \
-library $BINDIR/libspine_godot.ios.template_release.a \
-library $BINDIR/libspine_godot.ios.template_release.simulator.a \
-output $BINDIR/libspine_godot.ios.template_release.xcframework
# Cleanup intermediate files
rm -f $BINDIR/*.a
rm -rf $BINDIR/ios.framework
elif [ "$raw_platform" == "macos" ]; then
BINDIR="example-v4-extension/bin/macos/macos.framework"
TMPDIR="example-v4-extension/bin/macos/tmp"
mkdir -p $BINDIR $TMPDIR
# Build x86_64 binaries
echo "Building for macOS x86_64..."
scons -j $cpus $options $platform target=editor arch=x86_64
mv $BINDIR/libspine_godot.macos.editor $TMPDIR/libspine_godot.macos.editor.x86_64
scons -j $cpus $options $platform target=template_debug arch=x86_64
mv $BINDIR/libspine_godot.macos.template_debug $TMPDIR/libspine_godot.macos.template_debug.x86_64
scons -j $cpus $options $platform target=template_release arch=x86_64
mv $BINDIR/libspine_godot.macos.template_release $TMPDIR/libspine_godot.macos.template_release.x86_64
# Build arm64 binaries
echo "Building for macOS arm64..."
scons -j $cpus $options $platform target=editor arch=arm64
mv $BINDIR/libspine_godot.macos.editor $TMPDIR/libspine_godot.macos.editor.arm64
scons -j $cpus $options $platform target=template_debug arch=arm64
mv $BINDIR/libspine_godot.macos.template_debug $TMPDIR/libspine_godot.macos.template_debug.arm64
scons -j $cpus $options $platform target=template_release arch=arm64
mv $BINDIR/libspine_godot.macos.template_release $TMPDIR/libspine_godot.macos.template_release.arm64
# Create universal binaries
echo "Creating universal binaries..."
lipo -create \
$TMPDIR/libspine_godot.macos.editor.x86_64 \
$TMPDIR/libspine_godot.macos.editor.arm64 \
-output $BINDIR/libspine_godot.macos.editor
lipo -create \
$TMPDIR/libspine_godot.macos.template_debug.x86_64 \
$TMPDIR/libspine_godot.macos.template_debug.arm64 \
-output $BINDIR/libspine_godot.macos.template_debug
lipo -create \
$TMPDIR/libspine_godot.macos.template_release.x86_64 \
$TMPDIR/libspine_godot.macos.template_release.arm64 \
-output $BINDIR/libspine_godot.macos.template_release
# Cleanup intermediate files
rm -rf $TMPDIR
elif [ "$raw_platform" == "web" ]; then
BINDIR="example-v4-extension/bin/web"
mkdir -p $BINDIR
# Build threaded versions
echo "Building web with threads..."
scons -j $cpus $options $platform target=template_debug
scons -j $cpus $options $platform target=template_release
# Build non-threaded versions
echo "Building web without threads..."
scons -j $cpus $options $platform target=template_debug threads=no
scons -j $cpus $options $platform target=template_release threads=no
else
# Normal build process for other platforms
if [ "$raw_platform" != "android" ] && [ "$raw_platform" != "web" ]; then
scons -j $cpus $options $platform target=editor
fi
scons -j $cpus $options $platform target=template_debug
scons -j $cpus $options $platform target=template_release
fi
popd
popd