mirror of
https://github.com/HarbourMasters/SpaghettiKart
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aa6c9c10ca
* macOS: package the game as a proper SpaghettiKart.app bundle Turns the bare Spaghettify executable into a self-contained SpaghettiKart.app: - cmake/macos/apple_bundle.cmake: bundle metadata (using the existing Info.plist, which already described a bundle), app icon, runtime resources (config.yml, yamls, meta, spaghetti.o2r) into Contents/Resources, dylib relinking for local Homebrew builds (no-op with static vcpkg deps), and ad-hoc codesigning so the app launches without 'damaged app' warnings - App icon: on Xcode 26+ the Icon Composer package (SpaghettiKartIcon.icon, drawn from the existing HM ship-kart icon.png art) compiles with actool into an Assets.car, giving the native Liquid Glass look on macOS 26+, plus a flattened icns for older systems; older Xcode falls back to the previous sips/iconutil flat icon. Supersedes the CreateOSXIcons target. - Game.cpp: default SHIP_HOME to ~/Library/Application Support/SpaghettiKart on macOS so first-run extraction, saves, config, and mods land there instead of scattering into the user's home folder; a user-set SHIP_HOME still wins - Info.plist: NSHighResolutionCapable for proper Retina rendering - CI: mac jobs now ship the .app (ditto zip so the executable bit survives artifact upload) - the yamls-next-to-exe copy is scoped to non-Darwin; on macOS those files live in Contents/Resources instead * macOS: ship prebuilt icon artifacts instead of compiling them at build time Commits the compiled Assets.car (Liquid Glass icon for macOS 26+) and the flattened SpaghettiKart.icns, both built from the in-repo Icon Composer package. The build now just copies them into the bundle, which removes the actool machinery and the Xcode 26 requirement entirely: every build on any machine, including CI, gets the real icon. Also adds a staleness guard: the artifacts carry a hash stamp of the icon.png they were made from, and if icon.png ever changes without them being regenerated, the build automatically generates a flat icns from the current icon.png instead, so updating the logo never requires any macOS work and an outdated icon can never ship. Regeneration steps are documented in apple_bundle.cmake. * Rename the icon layer to ship-kart-layer.png Group 2.png was the design tool's default layer name; name it for what it is. Verified the Icon Composer package still compiles with actool after the rename; the committed Assets.car is unaffected (compiled, self-contained). --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
167 lines
9.5 KiB
CMake
167 lines
9.5 KiB
CMake
# macOS .app bundle assembly for SpaghettiKart.
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#
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# Turns the plain executable into SpaghettiKart.app (MACOSX_BUNDLE), bundles the
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# runtime resources the game and the first-run ROM extractor need into
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# Contents/Resources, relinks any non-system dylibs into Contents/Frameworks,
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# and ad-hoc codesigns the result so it launches without "damaged app" warnings.
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#
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# Resource layout the runtime expects on macOS:
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# * Ship::Context::GetAppBundlePath() -> <App>.app/Contents/Resources (read-only)
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# - spaghetti.o2r : packed port assets (GenerateO2R target)
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# - config.yml, yamls/, meta/: asset definitions + mods.toml read by the
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# first-run ROM extractor (GameExtractor)
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# * Ship::Context::GetAppDirectoryPath() -> SHIP_HOME
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# (~/Library/Application Support/SpaghettiKart, defaulted in Game.cpp)
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# - mk64.o2r is extracted here on first run from the user's ROM, alongside
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# config/saves/mods, instead of scattering into the home folder
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set(MACOS_DIR ${CMAKE_SOURCE_DIR}/cmake/macos)
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set(ENTITLEMENTS_FILE ${MACOS_DIR}/entitlements.plist)
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option(SPAGHETTI_BUNDLE_DEPS "Relink and bundle dylibs into the .app so it is portable" ON)
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# ---------------------------------------------------------------------------
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# Bundle metadata. OUTPUT_NAME "SpaghettiKart" makes the bundle SpaghettiKart.app
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# with Contents/MacOS/SpaghettiKart, matching CFBundleExecutable in Info.plist
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# (the build target itself stays named "Spaghettify").
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# ---------------------------------------------------------------------------
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set_target_properties(${PROJECT_NAME} PROPERTIES
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OUTPUT_NAME "SpaghettiKart"
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MACOSX_BUNDLE TRUE
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MACOSX_BUNDLE_INFO_PLIST ${CMAKE_SOURCE_DIR}/Info.plist
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XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "-"
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XCODE_ATTRIBUTE_CODE_SIGN_ENTITLEMENTS ${ENTITLEMENTS_FILE}
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)
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# ---------------------------------------------------------------------------
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# App icon.
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#
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# The repo ships the compiled icon artifacts (same approach as other ports that
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# ship a prebuilt Assets.car), so no special Xcode is needed at build time:
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# - Assets.car : compiled asset catalog with the layered Liquid Glass
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# icon, used on macOS 26+ via CFBundleIconName
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# ("SpaghettiKartIcon").
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# - SpaghettiKart.icns : flattened icon for macOS versions before 26, via
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# CFBundleIconFile.
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# Both are built from cmake/macos/SpaghettiKartIcon.icon (Icon Composer package;
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# the ship-kart art from icon.png with the subject separated from the background
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# so the system can render the glass depth).
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#
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# Staleness guard: if icon.png ever changes without the icon artifacts being
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# regenerated, the build detects it via the source hash stamp and falls back to
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# generating a flat icns from the CURRENT icon.png with sips/iconutil, so an
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# outdated icon can never ship and updating the logo requires no macOS work.
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#
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# To regenerate after a logo change (needs a Mac with Xcode 26+):
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# 1. Recreate the cut-out art layer and update SpaghettiKartIcon.icon in
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# Apple's Icon Composer.
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# 2. xcrun actool cmake/macos/SpaghettiKartIcon.icon --compile /tmp/iconout \
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# --app-icon SpaghettiKartIcon --output-partial-info-plist /tmp/iconout/p.plist \
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# --platform macosx --target-device mac --minimum-deployment-target 11.0
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# 3. cp /tmp/iconout/Assets.car cmake/macos/Assets.car
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# cp /tmp/iconout/SpaghettiKartIcon.icns cmake/macos/SpaghettiKart.icns
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# 4. shasum -a 256 icon.png > cmake/macos/SpaghettiKartIcon.icon.source-sha256
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# ---------------------------------------------------------------------------
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set(ICON_SOURCE_STAMP ${MACOS_DIR}/SpaghettiKartIcon.icon.source-sha256)
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set(ICON_PREBUILT_CAR ${MACOS_DIR}/Assets.car)
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set(ICON_PREBUILT_ICNS ${MACOS_DIR}/SpaghettiKart.icns)
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set(ICNS_FILE ${CMAKE_BINARY_DIR}/macosx/SpaghettiKart.icns)
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file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/macosx)
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set(ICON_SOURCE_FRESH FALSE)
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if(EXISTS ${ICON_SOURCE_STAMP} AND EXISTS ${ICON_PREBUILT_CAR} AND EXISTS ${ICON_PREBUILT_ICNS})
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file(SHA256 ${CMAKE_SOURCE_DIR}/icon.png ICON_PNG_HASH)
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file(READ ${ICON_SOURCE_STAMP} ICON_STAMP_HASH)
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string(STRIP "${ICON_STAMP_HASH}" ICON_STAMP_HASH)
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if(ICON_PNG_HASH STREQUAL ICON_STAMP_HASH)
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set(ICON_SOURCE_FRESH TRUE)
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else()
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message(STATUS "App icon: icon.png changed since the icon artifacts were made; using a flat icon from the current icon.png")
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endif()
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endif()
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if(ICON_SOURCE_FRESH)
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message(STATUS "App icon: prebuilt Liquid Glass catalog + flattened icns fallback")
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file(COPY_FILE ${ICON_PREBUILT_ICNS} ${ICNS_FILE})
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file(COPY_FILE ${ICON_PREBUILT_CAR} ${CMAKE_BINARY_DIR}/macosx/Assets.car)
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set(ICON_BUNDLE_FILES ${CMAKE_BINARY_DIR}/macosx/Assets.car ${ICNS_FILE})
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set(SPAGHETTI_ICON_HAS_GLASS TRUE)
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else()
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set(ICON_SRC ${CMAKE_SOURCE_DIR}/icon.png)
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set(ICONSET_DIR ${CMAKE_BINARY_DIR}/macosx/SpaghettiKart.iconset)
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file(MAKE_DIRECTORY ${ICONSET_DIR})
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foreach(SPEC "16;icon_16x16" "32;icon_16x16@2x" "32;icon_32x32" "64;icon_32x32@2x"
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"128;icon_128x128" "256;icon_128x128@2x" "256;icon_256x256"
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"512;icon_256x256@2x" "512;icon_512x512" "1024;icon_512x512@2x")
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list(GET SPEC 0 SZ)
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list(GET SPEC 1 NAME)
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execute_process(COMMAND sips -z ${SZ} ${SZ} ${ICON_SRC} --out ${ICONSET_DIR}/${NAME}.png OUTPUT_QUIET ERROR_QUIET)
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endforeach()
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execute_process(COMMAND iconutil -c icns -o ${ICNS_FILE} ${ICONSET_DIR})
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set(ICON_BUNDLE_FILES ${ICNS_FILE})
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set(SPAGHETTI_ICON_HAS_GLASS FALSE)
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endif()
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set_source_files_properties(${ICON_BUNDLE_FILES} PROPERTIES GENERATED TRUE MACOSX_PACKAGE_LOCATION "Resources")
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target_sources(${PROJECT_NAME} PRIVATE ${ICON_BUNDLE_FILES})
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if(NOT SPAGHETTI_ICON_HAS_GLASS)
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# No asset catalog in this build: remove CFBundleIconName so macOS 26+
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# falls back to CFBundleIconFile instead of showing a generic icon.
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND plutil -remove CFBundleIconName "$<TARGET_BUNDLE_DIR:${PROJECT_NAME}>/Contents/Info.plist" || true
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VERBATIM
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)
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endif()
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# Ensure the packed port assets (spaghetti.o2r) are generated before the app
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# links, so the POST_BUILD step below has them to copy into the bundle.
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# (mk64.o2r is created at runtime from the user's ROM into SHIP_HOME, so it is
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# intentionally not a build dependency.)
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add_dependencies(${PROJECT_NAME} GenerateO2R)
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# ---------------------------------------------------------------------------
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# Copy runtime resources into Contents/Resources after the app links.
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# ---------------------------------------------------------------------------
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set(RES_DIR "$<TARGET_BUNDLE_DIR:${PROJECT_NAME}>/Contents/Resources")
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory "${RES_DIR}"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/config.yml" "${RES_DIR}/config.yml"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/yamls" "${RES_DIR}/yamls"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/meta" "${RES_DIR}/meta"
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# spaghetti.o2r is produced by the GenerateO2R target; copy if present (CI
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# builds it in a separate job and inserts it into the bundle afterwards).
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COMMAND bash -c "[ -f '${CMAKE_BINARY_DIR}/spaghetti.o2r' ] && cp '${CMAKE_BINARY_DIR}/spaghetti.o2r' '${RES_DIR}/spaghetti.o2r' || ([ -f '${CMAKE_SOURCE_DIR}/spaghetti.o2r' ] && cp '${CMAKE_SOURCE_DIR}/spaghetti.o2r' '${RES_DIR}/spaghetti.o2r' || echo 'note: spaghetti.o2r not found - build the GenerateO2R target, then rebuild')"
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COMMENT "Bundling SpaghettiKart resources into the .app"
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VERBATIM
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)
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# ---------------------------------------------------------------------------
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# Relink dylibs into Contents/Frameworks (portable .app) and codesign.
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# With static vcpkg dependencies (CI) this is a near no-op; it matters for
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# local builds against Homebrew/MacPorts dylibs.
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# ---------------------------------------------------------------------------
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if (SPAGHETTI_BUNDLE_DEPS)
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND}
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-DAPP_BUNDLE=$<TARGET_BUNDLE_DIR:${PROJECT_NAME}>
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-DEXECUTABLE_NAME=SpaghettiKart
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-P ${MACOS_DIR}/fixup_bundle.cmake
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COMMAND bash -c "install_name_tool -add_rpath '@executable_path/../Frameworks/' '$<TARGET_BUNDLE_DIR:${PROJECT_NAME}>/Contents/MacOS/SpaghettiKart' 2>/dev/null || true"
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# Homebrew's "sdl2" is sdl2-compat, a shim that dlopen()s libSDL3.dylib
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# from @loader_path at runtime. fixup_bundle can't follow a dlopen, so if
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# a dynamic libSDL2 was bundled, copy SDL3 in next to it (= @loader_path)
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# or the app aborts with "Failed loading SDL3 library." SDL3 itself only
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# links system frameworks. Static SDL2 builds (vcpkg) skip this entirely.
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COMMAND bash -c "FRAMEWORKS='$<TARGET_BUNDLE_DIR:${PROJECT_NAME}>/Contents/Frameworks'; if ls \"$FRAMEWORKS\"/libSDL2*.dylib >/dev/null 2>&1; then SDL3_LIB=$(brew --prefix sdl3 2>/dev/null)/lib/libSDL3.0.dylib; if [ -f \"$SDL3_LIB\" ]; then cp \"$SDL3_LIB\" \"$FRAMEWORKS/libSDL3.dylib\" && chmod u+w \"$FRAMEWORKS/libSDL3.dylib\"; else echo 'warning: bundled libSDL2 is sdl2-compat but Homebrew sdl3 was not found'; fi; fi"
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COMMENT "Relinking dylibs into the .app bundle"
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VERBATIM
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)
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endif()
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND codesign --force --deep --sign - --options runtime --entitlements ${ENTITLEMENTS_FILE} "$<TARGET_BUNDLE_DIR:${PROJECT_NAME}>"
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COMMENT "Ad-hoc codesigning SpaghettiKart.app"
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VERBATIM
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)
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