diff options
| author | quarrel07 <178681861+quarrel07@users.noreply.github.com> | 2026-08-01 18:35:51 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-08-01 19:35:51 -0600 |
| commit | aa6c9c10caf3630ca37cb45bafc0485b76605445 (patch) | |
| tree | f2dacffad35e2d852e1b6b8775e37c456c5f89c9 /src/port | |
| parent | 08dca164d4604002be9c98211bb6de0a196738bf (diff) | |
macOS: package the game as a proper SpaghettiKart.app bundle (#724)
* 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>
Diffstat (limited to 'src/port')
| -rw-r--r-- | src/port/Game.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/port/Game.cpp b/src/port/Game.cpp index 9804fe324..c1afe80b1 100644 --- a/src/port/Game.cpp +++ b/src/port/Game.cpp @@ -1035,6 +1035,14 @@ extern "C" CFPreferencesSetAppValue(CFSTR("ApplePressAndHoldEnabled"), kCFBooleanFalse, kCFPreferencesCurrentApplication); CFPreferencesAppSynchronize(kCFPreferencesCurrentApplication); #endif +#if defined(__APPLE__) && !defined(PLATFORM_IOS) + // Default the writable data folder to ~/Library/Application Support/SpaghettiKart + // (libultraship expands the ~ and creates the directory). Without this, a Finder + // launch has no SHIP_HOME and libultraship falls back to the current working + // directory, scattering config/saves/mods into the user's home folder. + // overwrite=0 keeps any SHIP_HOME the user already set. + setenv("SHIP_HOME", "~/Library/Application Support/SpaghettiKart", 0); +#endif // load_wasm(); GameEngine::Create(); audio_init(); |
