streamline.ludic: slInit before the Vulkan instance, feature support per adapter, a frame token per frame, Reflex sleep and PCL latency markers, and DLSS super resolution on the lit HDR frame (Halton jitter, depth + zero motion vectors with camera motion from clipToPrevClip, matrices carrying the Vulkan path's y flip and depth remap). Bloom, tonemap and sharpen read the upscaled size. The device asks for privateData and present_id, which Streamline's hooks need. R3D_DLSS / R3D_REFLEX / R3D_SL_LOG for tests. gpu_feature_implemented: DLSS and Reflex. ludic bundle (Windows): app native "<dir>" copies native libraries beside the executable. Verified on an RTX 3070 Ti: DLSS Quality evaluates 1280x720 -> 1920x1080. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
441 lines
17 KiB
Text
441 lines
17 KiB
Text
# bundle.ludic — `ludic bundle`, turning a built game into a macOS .app.
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#
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# `ludic build` produces a Mach-O in build/. That is a program, not an
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# application: double-clicking it opens a Terminal window, it has the generic
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# executable icon, it reports its name as whatever the file is called, and it
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# carries none of its assets. This makes the thing you actually give someone.
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#
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# Maroon Lake.app/
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# Contents/
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# Info.plist the metadata Finder, the Dock and Launch Services read
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# PkgInfo the eight bytes that predate Info.plist and are still read
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# MacOS/Maroon Lake the binary `ludic build` produced
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# Resources/
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# AppIcon.icns every size macOS asks for, from one source PNG
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# game.lpak every asset the game opens
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# packs.index what to mount, and where the game may write
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#
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# Everything it needs comes from package.ludic, so the same command works in any
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# project without arguments:
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#
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# app name "Maroon Lake"
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# app id "io.workshopsoft.maroon-lake"
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# app icon "assets/app/icon.png"
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# app splash "assets/app/splash.png"
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# app splash_bg "#0d1b2a"
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# app category "public.app-category.adventure-games"
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# app copyright "(c) 2026 Workshopsoft"
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# app min_macos "12.0"
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#
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# Only `app name` is really needed; everything else has a defensible default
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# derived from the manifest.
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# ---- reading the metadata ---------------------------------------------------
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# The display name: `app name`, else the package's own name. This is what shows
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# under the icon, so it is allowed spaces where the binary's name is not.
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function app_name(m: Manifest) -> pointer {
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let n = manifest_app(m, "name")
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if n != "" { return n }
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return project_name("")
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}
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# The bundle identifier. Launch Services keys almost everything off this - the
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# Dock, saved window state, the sandbox container, TCC permissions - and two
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# apps sharing one identifier is a class of bug that looks like haunting. When
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# the manifest does not set it, the package path makes a defensible one:
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# `git.workshopsoft.io/workshopsoft/maroon-lake` -> `io.workshopsoft.maroon-lake`.
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function app_id(m: Manifest) -> pointer {
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let id = manifest_app(m, "id")
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if id != "" { return id }
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let host = app_id_host(m.module)
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if host != "" { return `{host}.{project_name("")}` }
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return `local.ludic.{project_name("")}`
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}
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# the reversed host of a module path, or "" when it does not look like a URL
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function app_id_host(module: pointer) -> pointer {
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let slash = s_index(module, "/", 0)
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if slash <= 0 { return "" }
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let host = sslice(module, 0, slash)
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# reverse the dotted segments: git.workshopsoft.io -> io.workshopsoft.git
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var parts = new []pointer
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var start = 0
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var i = 0
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let n = slen(host)
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while i <= n {
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if i == n or host[i] == '.' {
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if i > start { push(parts, sslice(host, start, i)) }
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start = i + 1
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}
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i += 1
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}
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if len(parts) < 2 { return "" }
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# drop a leading "git"/"www" host label: it names the server, not the vendor
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var last = len(parts) - 1
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var out = ""
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var k = last
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while k >= 0 {
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let seg = parts[k]
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if not (k == 0 and (seg == "git" or seg == "www")) {
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if out == "" { out = seg } else { out = `{out}.{seg}` }
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}
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k -= 1
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}
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return out
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}
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function app_version(m: Manifest) -> pointer {
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let v = manifest_app(m, "version")
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if v != "" { return v }
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if m.ver != "" { return m.ver }
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return "0.1.0"
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}
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# "#0d1b2a" (or "0d1b2a") as a decimal 0xRRGGBB, which is what packs.index
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# carries and what the runtime's atoi can read back
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function hex_color(s: pointer) -> int {
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var i = 0
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if slen(s) > 0 and s[0] == '#' { i = 1 }
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var v = 0
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var seen = 0
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while i < slen(s) and seen < 6 {
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let d = hex_digit(s[i])
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if d < 0 { return 0 }
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v = v * 16 + d
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seen += 1
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i += 1
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}
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if seen != 6 { return 0 }
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return v
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}
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function hex_digit(c: int) -> int {
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if c >= '0' and c <= '9' { return c - '0' }
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if c >= 'a' and c <= 'f' { return c - 'a' + 10 }
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if c >= 'A' and c <= 'F' { return c - 'A' + 10 }
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return -1
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}
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# ---- the icon ---------------------------------------------------------------
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# macOS wants ten renderings of the icon, from 16pt to 512pt at 1x and 2x, in an
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# .icns. `iconutil` builds one from a directory of exactly those PNGs, and `sips`
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# resizes. Both ship with macOS, so this needs nothing installed.
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#
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# A source icon should be 1024x1024; anything smaller is upscaled by sips and
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# will look it at the largest size.
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function build_icon(src: pointer, out_icns: pointer) -> bool {
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if src == "" { return false }
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if not file_exists(src) {
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err(`ludic bundle: no icon at {src}\n`)
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return false
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}
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let set = `{tmp_dir()}/AppIcon.iconset`
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shell(`rm -rf {set} && mkdir -p {set}`)
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if not icon_size(src, set, 16, "16x16") { return false }
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if not icon_size(src, set, 32, "16x16@2x") { return false }
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if not icon_size(src, set, 32, "32x32") { return false }
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if not icon_size(src, set, 64, "32x32@2x") { return false }
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if not icon_size(src, set, 128, "128x128") { return false }
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if not icon_size(src, set, 256, "128x128@2x") { return false }
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if not icon_size(src, set, 256, "256x256") { return false }
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if not icon_size(src, set, 512, "256x256@2x") { return false }
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if not icon_size(src, set, 512, "512x512") { return false }
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if not icon_size(src, set, 1024, "512x512@2x") { return false }
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if not shq(`iconutil -c icns {set} -o {out_icns} 2>/dev/null`) {
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err("ludic bundle: iconutil could not build the .icns\n")
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return false
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}
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return true
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}
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function icon_size(src: pointer, set: pointer, px: int, name: pointer) -> bool {
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if not shq(`sips -z {string(px)} {string(px)} {src} --out {set}/icon_{name}.png > /dev/null 2>&1`) {
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err(`ludic bundle: sips could not make the {name} icon\n`)
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return false
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}
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return true
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}
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# ---- Info.plist -------------------------------------------------------------
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# Written as XML text rather than through PlistBuddy: it is a fixed set of keys,
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# and generating it here keeps the whole bundle reproducible from the manifest
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# with no tool in between.
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function info_plist(m: Manifest, exe: pointer, has_icon: bool) -> pointer {
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let name = app_name(m)
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var s = "<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + nl()
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s = s + "<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">" + nl()
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s = s + "<plist version=\"1.0\">" + nl()
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s = s + "<dict>" + nl()
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s = s + plist_str("CFBundleName", name)
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s = s + plist_str("CFBundleDisplayName", name)
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s = s + plist_str("CFBundleIdentifier", app_id(m))
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s = s + plist_str("CFBundleExecutable", exe)
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s = s + plist_str("CFBundleVersion", app_version(m))
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s = s + plist_str("CFBundleShortVersionString", app_version(m))
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s = s + plist_str("CFBundlePackageType", "APPL")
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s = s + plist_str("CFBundleSignature", "????")
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s = s + plist_str("CFBundleInfoDictionaryVersion", "6.0")
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if has_icon { s = s + plist_str("CFBundleIconFile", "AppIcon") }
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s = s + plist_str("LSMinimumSystemVersion", min_macos(m))
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let cat = manifest_app(m, "category")
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if cat != "" { s = s + plist_str("LSApplicationCategoryType", cat) }
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let cr = manifest_app(m, "copyright")
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if cr != "" { s = s + plist_str("NSHumanReadableCopyright", cr) }
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# A game renders at the display's real resolution; without this the window is
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# upscaled from 1x and everything drawn in it is soft on any Retina screen.
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s = s + plist_bool("NSHighResolutionCapable", true)
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s = s + "</dict>" + nl()
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s = s + "</plist>" + nl()
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return s
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}
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function min_macos(m: Manifest) -> pointer {
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let v = manifest_app(m, "min_macos")
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if v != "" { return v }
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# the OpenGL 4.1 core profile the renderer asks for, and fmemopen, are both
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# far older than this; 11.0 is simply the oldest macOS still worth naming
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return "11.0"
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}
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function plist_str(k: pointer, v: pointer) -> pointer {
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return ` <key>{k}</key>` + nl() + ` <string>{xml_escape(v)}</string>` + nl()
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}
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function plist_bool(k: pointer, v: bool) -> pointer {
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var t = "<false/>"
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if v { t = "<true/>" }
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return ` <key>{k}</key>` + nl() + ` {t}` + nl()
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}
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# &, < and > are the three that can break a plist; a copyright line with an
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# ampersand in it is not an exotic case
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function xml_escape(s: pointer) -> pointer {
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var out = ""
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var i = 0
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let n = slen(s)
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while i < n {
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let c = s[i]
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if c == '&' { out = out + "&" }
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else if c == '<' { out = out + "<" }
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else if c == '>' { out = out + ">" }
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else { out = out + str_sub(s, i, i + 1) }
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i += 1
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}
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return out
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}
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# ---- the command ------------------------------------------------------------
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# ---- Windows: a folder --------------------------------------------------------
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#
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# A Windows game ships as a directory a player unzips anywhere and double-clicks
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# inside:
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#
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# build/<name>/<name>.exe windowed, GUI subsystem, the icon linked in as a resource
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# build/<name>/game.lpak the same pack a .app carries
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# build/<name>/packs.index pack / home / splash, read beside the executable
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#
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# `home <name>` points the game at %APPDATA%\<name>, so saves live where a Windows
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# game's saves live and the folder itself stays read-only, as a .app does.
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#
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# The icon is `app icon` with its extension changed to .ico, when that file exists:
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# Windows reads icons from a resource inside the executable, and the resource
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# compiler takes .ico only. A project makes one from the same artwork as its .icns.
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# an LLVM tool beside the clang this toolchain uses (llvm-rc, ...)
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function llvm_tool(name: pointer) -> pointer {
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let env = getenv("LUDIC_CC")
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if env == null and Fs.exists(`C:/Program Files/LLVM/bin/{name}.exe`) { return `"C:/Program Files/LLVM/bin/{name}.exe"` }
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return name
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}
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# the icon resource for the executable, or "" when there is no .ico to make it from
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function windows_icon_res(icon: pointer) -> pointer {
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if icon == "" { return "" }
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var ico = icon
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let n = len(icon)
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if n > 4 and icon[n - 4..n] == ".png" { ico = icon[0..n - 4] + ".ico" }
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if not Fs.exists(ico) { return "" }
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let rc = tmp_path("app.rc")
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let res = tmp_path("app.res")
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# the resource compiler resolves a relative name against its own directory, not ours
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let abs = win_slashes(capture_line(`cygpath -m "$(pwd)/{ico}"`))
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if not write_file(rc, `1 ICON "{abs}"` + nl()) { return "" }
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# -fo rather than /FO: Git Bash rewrites an argument that starts with "/" into a path
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if not shq(`{llvm_tool("llvm-rc")} -fo "{res}" "{rc}"`) {
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err("ludic bundle: warning: the icon resource did not compile; the game has no icon\n")
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return ""
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}
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return res
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}
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function cmd_bundle_windows() -> int {
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let entry = parse_build_args(2)
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if g_argerr { return 1 }
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if entry == "" { return no_entry() }
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let m = read_root_manifest()
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let name = app_name(m)
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let root = `build/{name}`
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shell(`rm -rf "{root}"`)
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shell(`mkdir -p "{root}"`)
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# 1. the executable - staged under a name with no spaces, as on macOS
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let res = windows_icon_res(manifest_app(m, "icon"))
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let staged = tmp_path("bundle_exe")
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var flags = "--windowed --gui"
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if res != "" { flags = flags + ` --link "{res}"` }
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if not shq(`{ludicc()} {flags} {entry} -o {staged}`) { return 1 }
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if not shq(`cp "{staged}.exe" "{root}/{name}.exe"`) {
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err("ludic bundle: could not place the executable\n")
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return 1
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}
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# 2. the assets, exactly as the .app packs them
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let roots = pack_roots(m, 999)
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var packed = false
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let files = pack_gather_all(roots)
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pack_add_packages(files)
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pack_sort(files)
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if len(files.names) > 0 {
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let staged_pak = tmp_path("game.lpak")
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if not pack_write(staged_pak, files) { return 1 }
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if not shq(`cp "{staged_pak}" "{root}/game.lpak"`) {
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err("ludic bundle: could not place the asset pack\n")
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return 1
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}
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packed = true
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}
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# 2b. `app native "<dir>"`: native libraries loaded at run time (NVIDIA Streamline's DLLs and
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# their licence texts) go beside the executable, where LoadLibrary finds them. Never packed:
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# a DLL has to be a real file.
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let native = manifest_app(m, "native")
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if native != "" {
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if not Fs.exists(native) {
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err(`ludic bundle: app native "{native}" does not exist\n`)
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return 1
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}
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if not shq(`cp -R "{native}"/. "{root}/"`) {
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err("ludic bundle: could not place the native libraries\n")
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return 1
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}
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}
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# 3. what to mount and where the game writes
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var idx = ""
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if packed { idx = idx + "pack game.lpak" + nl() }
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idx = idx + `home {name}` + nl()
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let splash = manifest_app(m, "splash")
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if splash != "" and packed {
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idx = idx + `splash {splash}` + nl()
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idx = idx + `splashbg {string(hex_color(manifest_app(m, "splash_bg")))}` + nl()
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}
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write_file(`{root}/packs.index`, idx)
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print(`bundled {root}`)
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if res == "" { print(" no icon: put an .ico beside `app icon` in package.ludic (assets/app/icon.ico)") }
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if not packed { print(" no assets packed: nothing under assets/ and no `pack` line in package.ludic") }
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return 0
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}
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function cmd_bundle() -> int {
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if host_windows() { return cmd_bundle_windows() }
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if not is_darwin() {
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err("ludic bundle: this host is neither macOS (a .app) nor Windows (a folder)\n")
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return 1
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}
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let entry = parse_build_args(2)
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if g_argerr { return 1 }
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if entry == "" { return no_entry() }
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let m = read_root_manifest()
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let name = app_name(m)
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var root = manifest_app(m, "out")
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if root == "" { root = `build/{name}.app` }
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# The executable's name is what shows in Activity Monitor, in a crash report
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# and in `ps`, so it takes the display name rather than the file name - spaces
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# and all, which is what every shipped Mac application does.
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let contents = `{root}/Contents`
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shell(`rm -rf "{root}"`)
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shell(`mkdir -p "{contents}/MacOS" "{contents}/Resources"`)
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# 1. the binary, built windowed - a bundled game never wants the headless path.
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# It is compiled to a scratch path and copied in, because a display name is
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# allowed spaces ("Maroon Lake.app") and compile_app builds shell commands
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# out of the path it is given.
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let exe = `{contents}/MacOS/{name}`
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let staged = `{tmp_dir()}/bundle_exe`
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if not compile_app(entry, staged, 1, false) { return 1 }
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if not shq(`cp {staged} "{exe}"`) {
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err("ludic bundle: could not place the executable\n")
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return 1
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}
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# 2. the assets
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let roots = pack_roots(m, 999) # manifest/convention only, no argv
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var packed = false
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let files = pack_gather_all(roots)
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# the resources the packages themselves load at runtime - the renderer's
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# shaders above all, which resolve against a project or an install and would
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# find neither inside a .app
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pack_add_packages(files)
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pack_sort(files)
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if len(files.names) > 0 {
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let staged_pak = `{tmp_dir()}/game.lpak`
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if not pack_write(staged_pak, files) { return 1 }
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if not shq(`cp {staged_pak} "{contents}/Resources/game.lpak"`) {
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err("ludic bundle: could not place the asset pack\n")
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return 1
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}
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packed = true
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}
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# 3. what to mount, and where the game may write. Without `home` a bundled
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# game cannot save at all: Finder starts it with the working directory at
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# "/", where nothing is writable.
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var idx = ""
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if packed { idx = idx + "pack game.lpak" + nl() }
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idx = idx + `home {name}` + nl()
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let splash = manifest_app(m, "splash")
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if splash != "" {
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if not packed {
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err("ludic bundle: `app splash` needs the splash to be in a pack; nothing was packed\n")
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return 1
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}
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idx = idx + `splash {splash}` + nl()
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idx = idx + `splashbg {string(hex_color(manifest_app(m, "splash_bg")))}` + nl()
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}
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write_file(`{contents}/Resources/packs.index`, idx)
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# 4. the icon
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var has_icon = false
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let staged_icns = `{tmp_dir()}/AppIcon.icns`
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if build_icon(manifest_app(m, "icon"), staged_icns) {
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has_icon = shq(`cp {staged_icns} "{contents}/Resources/AppIcon.icns"`)
|
|
}
|
|
|
|
# 5. the metadata
|
|
write_file(`{contents}/Info.plist`, info_plist(m, name, has_icon))
|
|
write_file(`{contents}/PkgInfo`, "APPL????")
|
|
|
|
# 6. Sign it. Ad-hoc unless the manifest names an identity: on Apple silicon an
|
|
# unsigned binary is killed outright rather than merely warned about, so this
|
|
# is not optional the way it was on Intel. An ad-hoc signature does not get
|
|
# the app past Gatekeeper on someone else's machine - that needs a Developer
|
|
# ID and notarisation - but it does make it run here.
|
|
var ident = manifest_app(m, "sign")
|
|
if ident == "" { ident = "-" }
|
|
if not shq(`codesign --force --timestamp=none --sign "{ident}" "{root}" 2>/dev/null`) {
|
|
err(`ludic bundle: warning: codesign failed; the app may not launch\n`)
|
|
}
|
|
|
|
print(`bundled {root}`)
|
|
if not has_icon { print(" no icon: set `app icon \"path/to/icon.png\"` in package.ludic (1024x1024)") }
|
|
if not packed { print(" no assets packed: nothing under assets/ and no `pack` line in package.ludic") }
|
|
return 0
|
|
}
|