mirror of https://github.com/OpenRCT2/OpenRCT2.git
remove Xcode project, update CI, update readme (#15553)
This commit is contained in:
parent
a577277997
commit
ece6df313e
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@ -115,36 +115,6 @@ jobs:
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name: OpenRCT2-${{ matrix.platform }}
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path: bin/openrct2.exe
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if-no-files-found: error
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macos-xcode:
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name: macOS (x64) using Xcode
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runs-on: macos-latest
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needs: check-code-formatting
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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- name: Build OpenRCT2
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run: |
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. scripts/setenv
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xcodebuild -configuration Release
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mkdir -p artifacts
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mv build/Release/OpenRCT2.app artifacts
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echo -e "\033[0;36mCompressing OpenRCT2.app...\033[0m"
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cd artifacts
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zip -rq openrct2-macos.zip OpenRCT2.app
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- name: Upload artifacts (CI)
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uses: actions/upload-artifact@v2
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with:
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name: OpenRCT2-${{ runner.os }}-xcode
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path: artifacts/openrct2-macos.zip
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if-no-files-found: error
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- name: Upload artifacts (openrct2.org)
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run: |
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. scripts/setenv
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if [[ "$OPENRCT2_PUSH" == "true" ]]; then
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upload-build artifacts/openrct2-macos.zip macos $OPENRCT2_VERSION $OPENRCT2_SHA1 $OPENRCT2_BRANCH
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else
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echo 'Not going to push build'
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fi
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macos-cmake:
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name: macOS (${{ matrix.arch }}) using CMake
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runs-on: macos-latest
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@ -230,6 +200,14 @@ jobs:
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name: OpenRCT2-${{ runner.os }}-universal
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path: artifacts/openrct2-macos.zip
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if-no-files-found: error
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- name: Upload artifacts (openrct2.org)
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run: |
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. scripts/setenv
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if [[ "$OPENRCT2_PUSH" == "true" ]]; then
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upload-build artifacts/openrct2-macos.zip macos $OPENRCT2_VERSION $OPENRCT2_SHA1 $OPENRCT2_BRANCH
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else
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echo 'Not going to push build'
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fi
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linux-portable:
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name: Linux (${{ matrix.platform }}, portable)
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runs-on: ubuntu-latest
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File diff suppressed because it is too large
Load Diff
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@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Workspace
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version = "1.0">
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<FileRef
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location = "self:OpenRCT2.xcodeproj">
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</FileRef>
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</Workspace>
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@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>IDEDidComputeMac32BitWarning</key>
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<true/>
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</dict>
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</plist>
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@ -1,16 +0,0 @@
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{
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"DVTSourceControlWorkspaceBlueprintPrimaryRemoteRepositoryKey" : "E48FB7C08C6966C4BACE7D0390CDFA7C64DD04D8",
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"DVTSourceControlWorkspaceBlueprintWorkingCopyRepositoryLocationsKey" : {
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},
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"DVTSourceControlWorkspaceBlueprintWorkingCopyStatesKey" : {
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"E48FB7C08C6966C4BACE7D0390CDFA7C64DD04D8" : 0
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},
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"DVTSourceControlWorkspaceBlueprintIdentifierKey" : "6B7243E0-B9B8-4E6D-ACE9-4DF346FA52C7",
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"DVTSourceControlWorkspaceBlueprintWorkingCopyPathsKey" : {
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"E48FB7C08C6966C4BACE7D0390CDFA7C64DD04D8" : "OpenRCT2\/"
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},
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"DVTSourceControlWorkspaceBlueprintNameKey" : "OpenRCT2",
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"DVTSourceControlWorkspaceBlueprintVersion" : 204,
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"DVTSourceControlWorkspaceBlueprintRelativePathToProjectKey" : "OpenRCT2.xcodeproj"
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}
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@ -1,91 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Scheme
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LastUpgradeVersion = "1020"
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version = "1.3">
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<BuildAction
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parallelizeBuildables = "YES"
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buildImplicitDependencies = "YES">
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<BuildActionEntries>
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<BuildActionEntry
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buildForTesting = "YES"
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buildForRunning = "YES"
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buildForProfiling = "YES"
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buildForArchiving = "YES"
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buildForAnalyzing = "YES">
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "D497D0771C20FD52002BF46A"
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BuildableName = "OpenRCT2.app"
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BlueprintName = "OpenRCT2"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</BuildActionEntry>
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</BuildActionEntries>
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</BuildAction>
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<TestAction
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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shouldUseLaunchSchemeArgsEnv = "YES">
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<Testables>
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</Testables>
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<MacroExpansion>
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "D497D0771C20FD52002BF46A"
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BuildableName = "OpenRCT2.app"
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BlueprintName = "OpenRCT2"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</MacroExpansion>
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<AdditionalOptions>
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</AdditionalOptions>
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</TestAction>
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<LaunchAction
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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launchStyle = "0"
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useCustomWorkingDirectory = "NO"
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ignoresPersistentStateOnLaunch = "NO"
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debugDocumentVersioning = "NO"
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debugServiceExtension = "internal"
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allowLocationSimulation = "YES">
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<BuildableProductRunnable
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runnableDebuggingMode = "0">
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "D497D0771C20FD52002BF46A"
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BuildableName = "OpenRCT2.app"
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BlueprintName = "OpenRCT2"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</BuildableProductRunnable>
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<AdditionalOptions>
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</AdditionalOptions>
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</LaunchAction>
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<ProfileAction
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buildConfiguration = "Release"
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shouldUseLaunchSchemeArgsEnv = "YES"
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savedToolIdentifier = ""
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useCustomWorkingDirectory = "NO"
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debugDocumentVersioning = "YES">
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<BuildableProductRunnable
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runnableDebuggingMode = "0">
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "D497D0771C20FD52002BF46A"
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BuildableName = "OpenRCT2.app"
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BlueprintName = "OpenRCT2"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</BuildableProductRunnable>
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</ProfileAction>
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<AnalyzeAction
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buildConfiguration = "Debug">
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</AnalyzeAction>
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<ArchiveAction
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buildConfiguration = "Release"
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revealArchiveInOrganizer = "YES">
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</ArchiveAction>
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</Scheme>
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@ -1,91 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Scheme
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LastUpgradeVersion = "1020"
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version = "1.3">
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<BuildAction
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parallelizeBuildables = "YES"
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buildImplicitDependencies = "YES">
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<BuildActionEntries>
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<BuildActionEntry
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buildForTesting = "YES"
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buildForRunning = "YES"
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buildForProfiling = "YES"
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buildForArchiving = "YES"
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buildForAnalyzing = "YES">
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
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BuildableName = "PaintTest"
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BlueprintName = "PaintTest"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</BuildActionEntry>
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</BuildActionEntries>
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</BuildAction>
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<TestAction
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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shouldUseLaunchSchemeArgsEnv = "YES">
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<Testables>
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</Testables>
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<MacroExpansion>
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
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BuildableName = "PaintTest"
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BlueprintName = "PaintTest"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</MacroExpansion>
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<AdditionalOptions>
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</AdditionalOptions>
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</TestAction>
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<LaunchAction
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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launchStyle = "0"
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useCustomWorkingDirectory = "NO"
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ignoresPersistentStateOnLaunch = "NO"
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debugDocumentVersioning = "YES"
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debugServiceExtension = "internal"
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allowLocationSimulation = "YES">
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<BuildableProductRunnable
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runnableDebuggingMode = "0">
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
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BuildableName = "PaintTest"
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BlueprintName = "PaintTest"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</BuildableProductRunnable>
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<AdditionalOptions>
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</AdditionalOptions>
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</LaunchAction>
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<ProfileAction
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buildConfiguration = "Release"
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shouldUseLaunchSchemeArgsEnv = "YES"
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savedToolIdentifier = ""
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useCustomWorkingDirectory = "NO"
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debugDocumentVersioning = "YES">
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<BuildableProductRunnable
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runnableDebuggingMode = "0">
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<BuildableReference
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BuildableIdentifier = "primary"
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BlueprintIdentifier = "C64FDA5C1D6D99F400F259B9"
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BuildableName = "PaintTest"
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BlueprintName = "PaintTest"
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ReferencedContainer = "container:OpenRCT2.xcodeproj">
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</BuildableReference>
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</BuildableProductRunnable>
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</ProfileAction>
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<AnalyzeAction
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buildConfiguration = "Debug">
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</AnalyzeAction>
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<ArchiveAction
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buildConfiguration = "Release"
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revealArchiveInOrganizer = "YES">
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</ArchiveAction>
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</Scheme>
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20
readme.md
20
readme.md
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@ -92,10 +92,6 @@ OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It can be bo
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- Desktop development with C++
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### macOS:
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- Xcode 10+
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The program can also be built as a command line program using CMake. This type of build requires:
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- Xcode Command Line Tools
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- [Homebrew](https://brew.sh)
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- CMake (available through Homebrew)
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@ -143,20 +139,28 @@ msbuild openrct2.proj /t:PublishPortable
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```
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### macOS:
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#### Xcode:
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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`.
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#### CMake:
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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:
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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:
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```
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mkdir build
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cd build
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cmake ..
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make install
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```
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Then you can run the game by opening `OpenRCT2.app`
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To build the command line version, you'll need to disable the macOS app bundle:
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```
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mkdir build
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cd build
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cmake .. -DMACOS_BUNDLE=off
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make
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ln -s ../data data
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```
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Then you can run the game by running `./openrct2`.
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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.
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Detailed instructions can be found on [Building OpenRCT2 on macOS using CMake](https://github.com/OpenRCT2/OpenRCT2/wiki/Building-OpenRCT2-on-macOS-using-CMake).
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### Linux:
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Loading…
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