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macOS tweaks / CI builds

This commit is contained in:
Alula 2021-08-13 03:46:41 +02:00
parent a52d095e45
commit 79c54b09c3
7 changed files with 236 additions and 40 deletions

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@ -1,7 +1,5 @@
version: "0.1.0.{build}-{branch}"
os: Visual Studio 2019
environment:
global:
PROJECT_NAME: doukutsu-rs
@ -10,37 +8,78 @@ environment:
target: x86_64-pc-windows-msvc
target_name: win64
job_name: windows-x64
appveyor_build_worker_image: Visual Studio 2019
# - channel: stable
# target: i686-pc-windows-msvc
# target_name: win32
# job_name: windows-x32
- channel: stable
target: x86_64-pc-windows-msvc
target_name: macos
job_name: mac-x64
appveyor_build_worker_image: macos
install:
- appveyor DownloadFile https://win.rustup.rs/ -FileName rustup-init.exe
- rustup-init -yv --default-toolchain %channel% --default-host %target%
- set PATH=%PATH%;%USERPROFILE%\.cargo\bin
- rustup update
- rustup default %channel%
- rustc -vV
- cargo -vV
matrix:
fast_finish: true
cache:
- '%USERPROFILE%\.cache\sccache -> Cargo.toml'
- '%USERPROFILE%\.cargo -> Cargo.toml'
- 'target -> Cargo.toml'
for:
-
matrix:
only:
- appveyor_build_worker_image: Visual Studio 2019
#test_script:
# - cargo build --verbose --all
# - cargo test --verbose --all --no-fail-fast
install:
- appveyor DownloadFile https://win.rustup.rs/ -FileName rustup-init.exe
- rustup-init -yv --default-toolchain %channel% --default-host %target%
- set PATH=%PATH%;%USERPROFILE%\.cargo\bin
- rustup update
- rustup default %channel%
- rustc -vV
- cargo -vV
build_script:
- set DRS_BUILD_VERSION_OVERRIDE=%APPVEYOR_BUILD_VERSION%
- cargo build --release --bin doukutsu-rs
- mkdir release
- copy target\release\doukutsu-rs.exe release
- cd release
- appveyor DownloadFile https://github.com/doukutsu-rs/game-data/archive/master.zip -FileName ../game-data.zip
- 7z x ../game-data.zip
- rename game-data-master data
- 7z a ../doukutsu-rs_%target_name%.zip *
- appveyor PushArtifact ../doukutsu-rs_%target_name%.zip
cache:
- '%USERPROFILE%\.cache\sccache -> Cargo.toml'
- '%USERPROFILE%\.cargo -> Cargo.toml'
- 'target -> Cargo.toml'
build_script:
- set DRS_BUILD_VERSION_OVERRIDE=%APPVEYOR_BUILD_VERSION%
- cargo build --release --bin doukutsu-rs
- mkdir release
- copy target\release\doukutsu-rs.exe release
- cd release
- appveyor DownloadFile https://github.com/doukutsu-rs/game-data/archive/master.zip -FileName ../game-data.zip
- 7z x ../game-data.zip
- rename game-data-master data
- 7z a ../doukutsu-rs_%target_name%.zip *
- appveyor PushArtifact ../doukutsu-rs_%target_name%.zip
-
matrix:
only:
- appveyor_build_worker_image: macos
install:
- curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
- export PATH=$PATH:$HOME/.cargo/bin
- rustup update
- rustup default $channel
- rustc -vV
- cargo -vV
cache:
- '$HOME/.cache/sccache -> Cargo.toml'
- '$HOME/.cargo -> Cargo.toml'
- 'target -> Cargo.toml'
build_script:
- export DRS_BUILD_VERSION_OVERRIDE=$APPVEYOR_BUILD_VERSION
- appveyor DownloadFile https://github.com/doukutsu-rs/game-data/archive/master.zip -FileName ../game-data.zip
- 7z x ../game-data.zip
- rename game-data-master data
- cargo bundle --release
- mkdir release
- cp -a target/release/bundle/osx/doukutsu-rs.app ./release/doukutsu-rs.app
- cd release
- 7z a ../doukutsu-rs_$target_name.zip *
- appveyor PushArtifact ../doukutsu-rs_$target_name.zip

44
.gitignore vendored
View file

@ -15,4 +15,48 @@ Cargo.lock
# These are backup files generated by rustfmt
**/*.rs.bk
# cave story saves
Profile.dat*
# General
.DS_Store
.AppleDouble
.LSOverride
# Icon must end with two \r
Icon
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
.com.apple.timemachine.donotpresent
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/

View file

@ -1,8 +1,9 @@
[package]
name = "doukutsu-rs"
description = "A re-implementation of Cave Story (Doukutsu Monogatari) engine"
version = "0.1.0"
authors = ["Alula"]
edition = "2018"
name = "doukutsu-rs"
version = "0.1.0"
[lib]
#crate-type = ["lib", "cdylib"]
@ -22,6 +23,15 @@ panic = 'abort'
[profile.dev.package."*"]
opt-level = 3
[package.metadata.bundle]
name = "doukutsu-rs"
identifier = "io.github.doukutsu_rs"
version = "0.1.0"
resources = ["data"]
copyright = "Copyright (c) 2020-2021 Alula and contributors"
category = "Game"
osx_minimum_system_version = "10.12"
[features]
default = ["scripting", "backend-sdl", "render-opengl", "ogg-playback", "exe"]
ogg-playback = ["lewton"]
@ -79,6 +89,9 @@ winit = { git = "https://github.com/alula/winit.git", rev = "6acf76ff192dd8270aa
[target.'cfg(target_os = "windows")'.dependencies]
winapi = { version = "0.3", features = ["winuser"] }
[target.'cfg(target_os = "macos")'.dependencies]
objc = "0.2.7"
[target.'cfg(target_os = "android")'.dependencies]
ndk = "0.3"
ndk-glue = "0.3"

View file

@ -19,6 +19,10 @@ fn main() {
// .unwrap();
// }
if target.contains("macos") {
println!("cargo:rustc-env=MACOSX_DEPLOYMENT_TARGET=10.12")
}
if is_android {
println!("cargo:rustc-link-lib=dylib=GLESv2");
println!("cargo:rustc-link-lib=dylib=EGL");

View file

@ -13,6 +13,7 @@ use sdl2::mouse::{Cursor, SystemCursor};
use sdl2::pixels::PixelFormatEnum;
use sdl2::render::{Texture, TextureCreator, WindowCanvas};
use sdl2::video::WindowContext;
use sdl2::video::GLProfile;
use sdl2::{keyboard, pixels, EventPump, Sdl, VideoSubsystem};
use crate::common::{Color, Rect};
@ -66,6 +67,11 @@ impl SDL2EventLoop {
pub fn new(sdl: &Sdl) -> GameResult<Box<dyn BackendEventLoop>> {
let event_pump = sdl.event_pump().map_err(|e| GameError::WindowError(e))?;
let video = sdl.video().map_err(|e| GameError::WindowError(e))?;
let gl_attr = video.gl_attr();
gl_attr.set_context_profile(GLProfile::Core);
gl_attr.set_context_version(3, 0);
let mut window = video.window("Cave Story (doukutsu-rs)", 640, 480);
window.position_centered();
window.resizable();
@ -121,6 +127,29 @@ impl BackendEventLoop for SDL2EventLoop {
}
loop {
#[cfg(target_os = "macos")]
unsafe {
use objc::*;
let mut winfo: sdl2_sys::SDL_SysWMinfo = mem::MaybeUninit::uninit().assume_init();
winfo.version.major = sdl2_sys::SDL_MAJOR_VERSION as _;
winfo.version.minor = sdl2_sys::SDL_MINOR_VERSION as _;
winfo.version.patch = sdl2_sys::SDL_PATCHLEVEL as _;
let mut whandle = self.refs.borrow().canvas.window().raw();
if sdl2_sys::SDL_GetWindowWMInfo(whandle, &mut winfo as *mut _) != sdl2_sys::SDL_bool::SDL_FALSE {
let window = winfo.info.x11.display as *mut objc::runtime::Object;
let _: () = msg_send![window, setTitlebarAppearsTransparent:1];
let _: () = msg_send![window, setTitleVisibility:1]; // NSWindowTitleHidden
let mut style_mask: u32 = msg_send![window, styleMask];
style_mask |= 1 << 15; // NSWindowStyleMaskFullSizeContentView
let _: () = msg_send![window, setStyleMask:style_mask];
}
}
for event in self.event_pump.poll_iter() {
imgui_sdl2.handle_event(imgui, &event);

View file

@ -279,6 +279,52 @@ fn check_shader_compile_status(shader: u32, gl: &Gl) -> bool {
}
const VERTEX_SHADER_BASIC: &str = r"
#version 110
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}
";
const FRAGMENT_SHADER_TEXTURED: &str = r"
#version 110
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}
";
const FRAGMENT_SHADER_COLOR: &str = r"
#version 110
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color;
}
";
const VERTEX_SHADER_BASIC_GLES: &str = r"
#version 100
precision mediump float;
@ -299,7 +345,7 @@ void main()
";
const FRAGMENT_SHADER_TEXTURED: &str = r"
const FRAGMENT_SHADER_TEXTURED_GLES: &str = r"
#version 100
precision mediump float;
@ -315,7 +361,7 @@ void main()
";
const FRAGMENT_SHADER_COLOR: &str = r"
const FRAGMENT_SHADER_COLOR_GLES: &str = r"
#version 100
precision mediump float;
@ -366,15 +412,19 @@ impl ImguiData {
}
}
fn init(&mut self, imgui: &mut imgui::Context, gl: &Gl) {
fn init(&mut self, gles2_mode: bool, imgui: &mut imgui::Context, gl: &Gl) {
self.initialized = true;
let vert_sources = [VERTEX_SHADER_BASIC.as_ptr() as *const GLchar];
let frag_sources_tex = [FRAGMENT_SHADER_TEXTURED.as_ptr() as *const GLchar];
let frag_sources_fill = [FRAGMENT_SHADER_COLOR.as_ptr() as *const GLchar];
let vert_sources_len = [VERTEX_SHADER_BASIC.len() as GLint - 1];
let frag_sources_tex_len = [FRAGMENT_SHADER_TEXTURED.len() as GLint - 1];
let frag_sources_fill_len = [FRAGMENT_SHADER_COLOR.len() as GLint - 1];
let vshdr_basic = if gles2_mode { VERTEX_SHADER_BASIC_GLES } else { VERTEX_SHADER_BASIC };
let fshdr_tex = if gles2_mode { FRAGMENT_SHADER_TEXTURED_GLES } else { FRAGMENT_SHADER_TEXTURED };
let fshdr_fill = if gles2_mode { FRAGMENT_SHADER_COLOR_GLES } else { FRAGMENT_SHADER_COLOR };
let vert_sources = [vshdr_basic.as_ptr() as *const GLchar];
let frag_sources_tex = [fshdr_tex.as_ptr() as *const GLchar];
let frag_sources_fill = [fshdr_fill.as_ptr() as *const GLchar];
let vert_sources_len = [vshdr_basic.len() as GLint - 1];
let frag_sources_tex_len = [fshdr_tex.len() as GLint - 1];
let frag_sources_fill_len = [fshdr_fill.len() as GLint - 1];
unsafe {
self.program_tex = gl.gl.CreateProgram();
@ -520,10 +570,11 @@ impl OpenGLRenderer {
fn get_context(&mut self) -> Option<(&mut GLContext, &'static Gl)> {
let imgui = unsafe { &mut *self.imgui.get() };
let gles2 = self.refs.gles2_mode;
let gl = load_gl(&mut self.refs);
if !self.imgui_data.initialized {
self.imgui_data.init(imgui, gl);
self.imgui_data.init(gles2, imgui, gl);
}
Some((&mut self.refs, gl))

View file

@ -200,6 +200,22 @@ pub fn init() -> GameResult {
if resource_dir.file_name().is_some() {
let _ = resource_dir.pop();
}
#[cfg(target_os = "macos")]
{
let mut bundle_dir = resource_dir.clone();
let _ = bundle_dir.pop();
let mut bundle_exec_dir = bundle_dir.clone();
bundle_exec_dir.push("MacOS");
bundle_dir.push("Resources");
if bundle_exec_dir.is_dir() && bundle_dir.is_dir() {
log::info!("Running in macOS bundle mode");
resource_dir = bundle_dir
}
}
resource_dir.push("data");
resource_dir
};