remove Xcode project, update CI, update readme (#15553)

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Adam 2021-10-09 23:25:36 -06:00 committed by GitHub
parent a577277997
commit ece6df313e
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8 changed files with 20 additions and 5214 deletions

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@ -115,36 +115,6 @@ jobs:
name: OpenRCT2-${{ matrix.platform }}
path: bin/openrct2.exe
if-no-files-found: error
macos-xcode:
name: macOS (x64) using Xcode
runs-on: macos-latest
needs: check-code-formatting
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build OpenRCT2
run: |
. scripts/setenv
xcodebuild -configuration Release
mkdir -p artifacts
mv build/Release/OpenRCT2.app artifacts
echo -e "\033[0;36mCompressing OpenRCT2.app...\033[0m"
cd artifacts
zip -rq openrct2-macos.zip OpenRCT2.app
- name: Upload artifacts (CI)
uses: actions/upload-artifact@v2
with:
name: OpenRCT2-${{ runner.os }}-xcode
path: artifacts/openrct2-macos.zip
if-no-files-found: error
- name: Upload artifacts (openrct2.org)
run: |
. scripts/setenv
if [[ "$OPENRCT2_PUSH" == "true" ]]; then
upload-build artifacts/openrct2-macos.zip macos $OPENRCT2_VERSION $OPENRCT2_SHA1 $OPENRCT2_BRANCH
else
echo 'Not going to push build'
fi
macos-cmake:
name: macOS (${{ matrix.arch }}) using CMake
runs-on: macos-latest
@ -230,6 +200,14 @@ jobs:
name: OpenRCT2-${{ runner.os }}-universal
path: artifacts/openrct2-macos.zip
if-no-files-found: error
- name: Upload artifacts (openrct2.org)
run: |
. scripts/setenv
if [[ "$OPENRCT2_PUSH" == "true" ]]; then
upload-build artifacts/openrct2-macos.zip macos $OPENRCT2_VERSION $OPENRCT2_SHA1 $OPENRCT2_BRANCH
else
echo 'Not going to push build'
fi
linux-portable:
name: Linux (${{ matrix.platform }}, portable)
runs-on: ubuntu-latest

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@ -1,7 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:OpenRCT2.xcodeproj">
</FileRef>
</Workspace>

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@ -1,8 +0,0 @@
<?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>IDEDidComputeMac32BitWarning</key>
<true/>
</dict>
</plist>

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@ -1,16 +0,0 @@
{
"DVTSourceControlWorkspaceBlueprintPrimaryRemoteRepositoryKey" : "E48FB7C08C6966C4BACE7D0390CDFA7C64DD04D8",
"DVTSourceControlWorkspaceBlueprintWorkingCopyRepositoryLocationsKey" : {
},
"DVTSourceControlWorkspaceBlueprintWorkingCopyStatesKey" : {
"E48FB7C08C6966C4BACE7D0390CDFA7C64DD04D8" : 0
},
"DVTSourceControlWorkspaceBlueprintIdentifierKey" : "6B7243E0-B9B8-4E6D-ACE9-4DF346FA52C7",
"DVTSourceControlWorkspaceBlueprintWorkingCopyPathsKey" : {
"E48FB7C08C6966C4BACE7D0390CDFA7C64DD04D8" : "OpenRCT2\/"
},
"DVTSourceControlWorkspaceBlueprintNameKey" : "OpenRCT2",
"DVTSourceControlWorkspaceBlueprintVersion" : 204,
"DVTSourceControlWorkspaceBlueprintRelativePathToProjectKey" : "OpenRCT2.xcodeproj"
}

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@ -1,91 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "1020"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "D497D0771C20FD52002BF46A"
BuildableName = "OpenRCT2.app"
BlueprintName = "OpenRCT2"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "D497D0771C20FD52002BF46A"
BuildableName = "OpenRCT2.app"
BlueprintName = "OpenRCT2"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "NO"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "D497D0771C20FD52002BF46A"
BuildableName = "OpenRCT2.app"
BlueprintName = "OpenRCT2"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "D497D0771C20FD52002BF46A"
BuildableName = "OpenRCT2.app"
BlueprintName = "OpenRCT2"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

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@ -1,91 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "1020"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
BuildableName = "PaintTest"
BlueprintName = "PaintTest"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
BuildableName = "PaintTest"
BlueprintName = "PaintTest"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
BuildableName = "PaintTest"
BlueprintName = "PaintTest"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
BuildableName = "PaintTest"
BlueprintName = "PaintTest"
ReferencedContainer = "container:OpenRCT2.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

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@ -92,10 +92,6 @@ OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It can be bo
- Desktop development with C++
### macOS:
- Xcode 10+
The program can also be built as a command line program using CMake. This type of build requires:
- Xcode Command Line Tools
- [Homebrew](https://brew.sh)
- CMake (available through Homebrew)
@ -143,20 +139,28 @@ msbuild openrct2.proj /t:PublishPortable
```
### macOS:
#### Xcode:
The recommended way of building OpenRCT2 for macOS is with Xcode. The Xcode build will create a self-contained application bundles which include all the necessary game files and dependencies. Open the project file OpenRCT2.xcodeproj in Xcode and build from there. Building this way will handle the dependencies for you automatically. You can also invoke an Xcode build from the command line using `xcodebuild`.
#### CMake:
A command line version of OpenRCT2 can be built using CMake. CMake will retrieve the dependences from [Dependencies](https://github.com/OpenRCT2/Dependencies/) automatically. You can build the project using CMake using the following commands:
The recommended way of building OpenRCT2 for macOS is with CMake. CMake can build either a self-contained application bundles which include all the necessary game files and dependencies, or it can build a command line version that links against system installed dependencies. CMake will retrieve the dependences from [Dependencies](https://github.com/OpenRCT2/Dependencies/) automatically. You can build the macOS app using CMake using the following commands:
```
mkdir build
cd build
cmake ..
make install
```
Then you can run the game by opening `OpenRCT2.app`
To build the command line version, you'll need to disable the macOS app bundle:
```
mkdir build
cd build
cmake .. -DMACOS_BUNDLE=off
make
ln -s ../data data
```
Then you can run the game by running `./openrct2`.
To link against system dependencies instead of letting CMake download the dependencies from [Dependencies](https://github.com/OpenRCT2/Dependencies), add `-DMACOS_USE_DEPENDENCIES=off` to your cmake args.
Detailed instructions can be found on [Building OpenRCT2 on macOS using CMake](https://github.com/OpenRCT2/OpenRCT2/wiki/Building-OpenRCT2-on-macOS-using-CMake).
### Linux: