spine-runtimes/spine-godot/build/build-templates-v4.sh

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Executable File

#!/bin/bash
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd "$dir" > /dev/null
if [ ! "$#" -eq 1 ]; then
echo "Usage: ./build-templates.sh <platform>"
echo
echo "e.g.:"
echo " ./build-templates.sh windows"
echo " ./build-templates.sh linux"
echo " ./build-templates.sh macos"
echo " ./build-templates.sh ios"
echo " ./build-templates.sh android"
echo " ./build-templates.sh web"
echo
exit 1
fi
if [ ! -d ../godot ]; then
echo "No Godot clone found. Run ./setup.sh <Godot branch or tag> <dev> first."
exit 1
fi
platform=${1%/}
cpus=2
if [ "$OSTYPE" = "msys" ]; then
cpus=$NUMBER_OF_PROCESSORS
elif [[ "$OSTYPE" = "darwin"* ]]; then
cpus=$(sysctl -n hw.logicalcpu)
else
cpus=$(grep -c ^processor /proc/cpuinfo)
fi
pushd ../godot
if [ "$platform" = "windows" ]; then
# --- Windows ---
#generates windows_64_debug.exe and windows_64_release.exe
scons platform=windows tools=no target=template_release custom_modules="../spine_godot" --jobs=$cpus
scons platform=windows tools=no target=template_debug custom_modules="../spine_godot" --jobs=$cpus
cp bin/godot.windows.template_release.x86_64.exe bin/windows_release_x86_64.exe
cp bin/godot.windows.template_debug.x86_64.exe bin/windows_debug_x86_64.exe
elif [ "$platform" = "macos" ]; then
# --- macOS ---
# generates macos.zip
scons platform=macos tools=no target=template_release arch=x86_64 custom_modules="../spine_godot" --jobs=$cpus
scons platform=macos tools=no target=template_debug arch=x86_64 custom_modules="../spine_godot" --jobs=$cpus
scons platform=macos tools=no target=template_release arch=arm64 custom_modules="../spine_godot" --jobs=$cpus
scons platform=macos tools=no target=template_debug arch=arm64 custom_modules="../spine_godot" --jobs=$cpus
lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.universal
lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.debug.universal
strip -S -x bin/godot.macos.universal
pushd bin
cp -r ../misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
cp godot.macos.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
cp godot.macos.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
rm -rf macos.zip
zip -q -9 -r macos.zip macos_template.app
popd
elif [ "$platform" = "ios" ]; then
# --- iOS --
# generates ios.zip
scons p=ios tools=no target=template_release arch=arm64 custom_modules="../spine_godot" --jobs=$cpus
scons p=ios tools=no target=template_debug arch=arm64 custom_modules="../spine_godot" --jobs=$cpus
scons p=ios tools=no target=template_release arch=arm64 ios_simulator=yes custom_modules="../spine_godot" --jobs=$cpus
scons p=ios tools=no target=template_release arch=x86_64 ios_simulator=yes custom_modules="../spine_godot" --jobs=$cpus
scons p=ios tools=no target=template_debug arch=arm64 ios_simulator=yes custom_modules="../spine_godot" --jobs=$cpus
scons p=ios tools=no target=template_debug arch=x86_64 ios_simulator=yes custom_modules="../spine_godot" --jobs=$cpus
lipo -create bin/libgodot.ios.template_release.arm64.simulator.a bin/libgodot.ios.template_release.x86_64.simulator.a -output bin/libgodot.ios.template_release.simulator.a
lipo -create bin/libgodot.ios.template_debug.arm64.simulator.a bin/libgodot.ios.template_debug.x86_64.simulator.a -output bin/libgodot.ios.template_debug.simulator.a
strip -S -x bin/libgodot.ios.template_release.arm64.a
strip -S -x bin/libgodot.ios.template_release.simulator.a
pushd bin
cp -r ../misc/dist/ios_xcode .
cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp libgodot.ios.template_release.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp libgodot.ios.template_debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
rm -rf ios.zip
pushd ios_xcode
zip -q -9 -r ../ios.zip *
popd
popd
elif [ "$platform" = "web" ]; then
# --- WEB ---
# generates webassembly_debug.zip, webassembly_release.zip
scons platform=web tools=no target=template_release custom_modules="../spine_godot" --jobs=$cpus
scons platform=web tools=no target=template_debug custom_modules="../spine_godot" --jobs=$cpus
mv bin/godot.web.template_release.wasm32.zip bin/web_release.zip
mv bin/godot.web.template_debug.wasm32.zip bin/web_debug.zip
elif [ "$platform" = "android" ]; then
# --- ANROID ---
# generates android_release.apk, android_debug.apk, android_source.zip
scons platform=android target=template_release android_arch=armv7 custom_modules="../spine_godot" --jobs=$cpus
scons platform=android target=template_debug android_arch=armv7 custom_modules="../spine_godot" --jobs=$cpus
scons platform=android target=template_release android_arch=arm64v8 custom_modules="../spine_godot" --jobs=$cpus
scons platform=android target=template_debug android_arch=arm64v8 custom_modules="../spine_godot" --jobs=$cpus
pushd platform/android/java
chmod a+x gradlew
./gradlew generateGodotTemplates
popd
elif [ "$platform" = "linux" ]; then
# --- Linux ---
# generates linux_x11_64_release, linux_x11_64_debug
scons platform=linuxbsd tools=no target=template_release bits=64 custom_modules="../spine_godot" --jobs=$cpus
scons platform=linuxbsd tools=no target=template_debug bits=64 custom_modules="../spine_godot" --jobs=$cpus
strip bin/godot.linuxbsd.template_release.x86_64
strip bin/godot.linuxbsd.template_debug.x86_64
chmod a+x bin/godot.linuxbsd.template_release.x86_64
chmod a+x bin/godot.linuxbsd.template_debug.x86_64
cp bin/godot.linuxbsd.template_release.x86_64 bin/linux_x11_64_release
cp bin/godot.linuxbsd.template_debug.x86_64 bin/linux_x11_64_debug
else
echo "Unknown platform: $platform"
exit 1
fi
popd