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https://github.com/Ellpeck/GameBundle.git
synced 2024-11-05 09:49:09 +01:00
added the option to create an app bundle for mac
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parent
dc77203ee2
commit
ee2c51e648
6 changed files with 56 additions and 4 deletions
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@ -13,7 +13,7 @@
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<PackageIconUrl>https://raw.githubusercontent.com/Ellpeck/GameBundle/master/Logo.png</PackageIconUrl>
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<PackAsTool>true</PackAsTool>
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<ToolCommandName>gamebundle</ToolCommandName>
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<VersionPrefix>1.1.0</VersionPrefix>
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<VersionPrefix>1.1.1</VersionPrefix>
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</PropertyGroup>
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<ItemGroup>
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@ -19,6 +19,11 @@ namespace GameBundle {
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[Option('m', "mac", HelpText = "Bundle for mac")]
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public bool BuildMac { get; set; }
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[Option('b', "mac-bundle", HelpText = "Create an app bundle for mac")]
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public bool MacBundle { get; set; }
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[Option("mac-bundle-resources", Default = new[] {"Content", "*.icns"}, HelpText = "When creating an app bundle for mac, things that should go into the Resources folder rather than the MacOS folder")]
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public IEnumerable<string> MacBundleResources { get; set; }
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[Option('e', "exclude", HelpText = "Files that should not be moved to the library folder")]
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public IEnumerable<string> ExcludedFiles { get; set; }
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[Option("32-bit", HelpText = "Publish for 32 bit instead of 64 bit. Note that this is only possible on Windows")]
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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@ -37,7 +38,10 @@ namespace GameBundle {
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}
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if (options.BuildMac) {
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Console.WriteLine("Bundling for mac");
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Publish(options, proj, $"{bundleDir}/mac", "osx-x64");
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var dir = $"{bundleDir}/mac";
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Publish(options, proj, dir, "osx-x64");
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if (options.MacBundle)
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CreateMacBundle(options, new DirectoryInfo(dir), proj.FullName);
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}
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Console.WriteLine("Done");
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@ -82,5 +86,32 @@ namespace GameBundle {
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return null;
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}
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private static void CreateMacBundle(Options options, DirectoryInfo dir, string proj) {
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var app = dir.CreateSubdirectory($"{Path.GetFileNameWithoutExtension(proj)}.app");
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var contents = app.CreateSubdirectory("Contents");
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var resources = contents.CreateSubdirectory("Resources");
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var macOs = contents.CreateSubdirectory("MacOS");
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var resRegex = GlobRegex(options.MacBundleResources);
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foreach (var file in dir.GetFiles()) {
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var destDir = resRegex.IsMatch(file.Name) ? resources : macOs;
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if (file.Name.EndsWith("plist"))
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destDir = app;
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file.MoveTo(Path.Combine(destDir.FullName, file.Name), true);
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}
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foreach (var sub in dir.GetDirectories()) {
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if (sub.Name == app.Name)
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continue;
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var destDir = resRegex.IsMatch(sub.Name) ? resources : macOs;
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var dest = new DirectoryInfo(Path.Combine(destDir.FullName, sub.Name));
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if (dest.Exists)
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dest.Delete(true);
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sub.MoveTo(dest.FullName);
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}
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}
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private static Regex GlobRegex(IEnumerable<string> strings) {
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return new Regex('(' + string.Join("|", strings.Select(s => s.Replace(".", "[.]").Replace("*", ".*").Replace("?", "."))) + ')');
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}
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}
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}
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@ -25,6 +25,6 @@ gamebundle --help
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# Future features
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In the future, GameBundle plans to include the following features:
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- An option to create a `.app` folder for Mac
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- ~~An option to create a `.app` folder for Mac~~ Implemented in `1.1.1`
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- An option to create an installer for Windows
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- An option to create a flatpak (or similar) installer for Linux
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@ -1 +1 @@
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"../GameBundle/bin/Debug/netcoreapp3.1/GameBundle.exe" -wlm -s Test.csproj -o bin/Bundled -v
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"../GameBundle/bin/Debug/netcoreapp3.1/GameBundle.exe" -wlm -s Test.csproj -o bin/Bundled -v -b
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@ -1,13 +1,29 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Startup;
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namespace Test {
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public class GameImpl : MlemGame {
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public static GameImpl Instance { get; private set; }
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private Texture2D texture;
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public GameImpl() {
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Instance = this;
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}
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protected override void LoadContent() {
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base.LoadContent();
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this.texture = LoadContent<Texture2D>("Textures/Test");
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}
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protected override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.Black);
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base.DoDraw(gameTime);
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this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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this.SpriteBatch.Draw(this.texture, Vector2.Zero, Color.White);
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this.SpriteBatch.End();
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}
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}
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}
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