added everything
This commit is contained in:
28
xcode/Info-Torque_MacCarb_Release.plist
Executable file
28
xcode/Info-Torque_MacCarb_Release.plist
Executable file
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<?xml version="1.0" encoding="UTF-8"?>
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<key>CFBundleDevelopmentRegion</key>
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<key>CFBundleExecutable</key>
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||||
<string>Torque Demo OSX</string>
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<key>CFBundleGetInfoString</key>
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<string>©GarageGames.</string>
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<string>torqueDemo.icns</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<key>CFBundleName</key>
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<key>CFBundlePackageType</key>
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<key>CFBundleShortVersionString</key>
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721
xcode/Maya2DTSExporter.xcodeproj/project.pbxproj
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721
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174
xcode/getting started.txt
Executable file
174
xcode/getting started.txt
Executable file
@ -0,0 +1,174 @@
|
||||
Welcome to the Torque Game Engine 1.4 for MacOSX!
|
||||
|
||||
This file contains instructions that you WILL NEED in order to
|
||||
develop with Torque on the Mac.
|
||||
|
||||
Contents:
|
||||
|
||||
1) General Notes
|
||||
1.1) Supported Versions of Mac OS
|
||||
1.2) Recommended Development Tools
|
||||
1.3) A Two Button Mouse is Recommended
|
||||
1.4) Some Shortcut Keys Conflict with Expose
|
||||
2) Initial Setup, Tips & Goodies
|
||||
2.1) Getting Debugging to Work
|
||||
2.1.1) For Xcode2.1+
|
||||
2.2) Script Editing in Xcode
|
||||
2.2.1) Installing .cs Language Definitions in Xcode
|
||||
2.3) Putting Game Content Inside the App Bundle
|
||||
3) Known issues
|
||||
|
||||
|
||||
1) General Notes
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
1.1) Supported Versions of Mac OS
|
||||
Recent versions of Torque on Macintosh require MacOS 10.2 or later to run,
|
||||
but MacOS 10.4 or better is recommended for development.
|
||||
Attempting to support older versions of the MacOS is not recommended.
|
||||
|
||||
1.2) Recommended Development Tools
|
||||
Only the Xcode 2.1 format project file is currently being kept up to date.
|
||||
Previous projects aren't guaranteed to work properly, and may have issues
|
||||
not listed herein. Thus, Xcode is the recommended development environment.
|
||||
Older deprecated project files are in the "old build projects" folder.
|
||||
It is of course possible to use any development environment that can
|
||||
produce a Macintosh application, and can use the standard BSD & MacOSX
|
||||
headers and frameworks.
|
||||
Xcode 2.3 or better is recommended for development.
|
||||
You should always use the latest version of Xcode when developing with Torque.
|
||||
|
||||
1.3) A Two Button Mouse is Recommended
|
||||
The Torque editors are usually designed to work with a two button mouse.
|
||||
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|
||||
mice work quite well with MacOSX.
|
||||
|
||||
1.4) Some Shortcut Keys Conflict with Expose
|
||||
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|
||||
the same F-keys that the Torque editors use. In fullscreen mode, there is
|
||||
no conflict. In windowed mode, you can work around the conflict by holding
|
||||
down the command key and hitting the appropriate function key.
|
||||
Thus, to open the Torque Game Builder level builder when in windowed mode,
|
||||
hit cmd-F9 instead of just F9.
|
||||
|
||||
|
||||
2) Initial Setup, Tips & Goodies
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
2.1) Getting Debugging to Work
|
||||
|
||||
2.1.1) For Xcode2.1+
|
||||
----------------------------------------
|
||||
There are 2 script files embedded in the build targets, that will run
|
||||
each time the targets are built. One of them attempts to repair broken
|
||||
symbolic links in the bundled OpenAL and xiph.org frameworks. The other
|
||||
performs some critical setup on the torque/pb/build folder.
|
||||
|
||||
If this 2nd script: "Fix Build Products Path" fails for any reason,
|
||||
Xcode will probably fail to run or debug the application, giving the
|
||||
error: "No launchable executable at path".
|
||||
|
||||
The "Fix Build Products Path" script creates a symbolic links ( aliases )
|
||||
to the "../../example" directory. If you are using a different directory
|
||||
name than "example", you can edit the script replace "example" with your
|
||||
directory like this:
|
||||
- launch the Xcode project.
|
||||
- locate the Targets group in the list on the left hand side.
|
||||
- click the triangle next to Targets, so that it opens the Targets group.
|
||||
- for each target in the group,
|
||||
- click the triangle next to the target, so that it opens the target.
|
||||
- locate the build phase "Fix Build Products Path"
|
||||
- double click "Fix Build Products Path"
|
||||
- in the new window that opens, replace every occurrence of "example"
|
||||
with the name of your game directory.
|
||||
|
||||
----------------------------------------
|
||||
Your project should now directly build the target executable directly
|
||||
into the runtime folder, which also means it is properly located for
|
||||
running or debugging from within Xcode / Project Builder.
|
||||
|
||||
|
||||
2.2) Script Editing in Xcode
|
||||
The Xcode project file now contains references to the script files.
|
||||
This makes searching more complete, and provides a decent script editor.
|
||||
|
||||
2.2.1) Installing .cs Language Definitions in Xcode
|
||||
----------------------------------------
|
||||
- open the "torque/pb/script editing" folder.
|
||||
- locate the Torque.pbfilespec and Torque.pblangspec files therein.
|
||||
- locate the directory /Library/Application Support/Xcode/Specifications/
|
||||
- create the Specifications directory if it does not exist.
|
||||
- install the .pbfilespec and .pblangspec files in Specifications/ .
|
||||
- quit and restart Xcode.
|
||||
|
||||
|
||||
2.3) Putting Game Content Inside the App Bundle
|
||||
The engine will assume that game content is beside the main.cs file.
|
||||
It will look first in YourGame.app/Contents/Resources, then it will
|
||||
look in the folder where YourGame.app resides for a file named 'main.cs'.
|
||||
So, when you are ready to distribute your game, you should place the game
|
||||
content inside the application bundle like this:
|
||||
- in the Finder, control-click(or right-click) on your built application.
|
||||
- choose 'Show Package Contents'.
|
||||
- a new window will open, with one folder: 'Contents'.
|
||||
- Navigate to the Contents/Resources folder.
|
||||
- copy all your game files (main.cs, common/, etc) into Contents/Resources.
|
||||
- run the game & test all functionality.
|
||||
|
||||
|
||||
3) Known issues
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
- No external console window. in debug in Xcode, printfs go to the debug
|
||||
console pane. At some point, we'll likely create a simple console library
|
||||
to be used when a tertiary console window is needed. In the mean time,
|
||||
you can open the console.log file using the Console application. Console
|
||||
will automatically 'tail' the file, always displaying the most current
|
||||
contents.
|
||||
|
||||
- ADDENDUM: A working input / output console may be used if you manually
|
||||
launch the Torque app directly from the commandline. It's just like the
|
||||
console window you can pull down in game. Whether or not this console
|
||||
starts is controlled with a preference, and can be easily turned off in
|
||||
Release mode.
|
||||
|
||||
- OSX handles cmdline args like the PC, if you launch it from the cmdline.
|
||||
Note that this means that you can add args in the project file for debug vs release, etc.
|
||||
Take a peek at "example/Launch using show mod.command" in a text editor to see how you can use cmdline args from an external script.
|
||||
The maccmdline.txt workaround still works, if you prefer.
|
||||
|
||||
- mac performance vs the PC has improved greatly. There is still ground to
|
||||
gain performance here, but it may not be a good investment of time. As a
|
||||
general rule, only consider optimization when you're done with everything
|
||||
else.
|
||||
|
||||
- As of TGB 1.1.1, and TGE 1.4.2, the Mac platform code has been almost
|
||||
totally rewritten. Much of the code now uses standard POSIX interfaces
|
||||
where they exist. The platform attempts to maintain support for versions
|
||||
10.2 - 10.4u of MacOSX. Event handling and windowing code is much, much
|
||||
cleaner.
|
||||
- Many little niceties have been added to try to make Torque more Mac like.
|
||||
- Old OS9 code has been removed.
|
||||
- Code that uses deprecated APIs have been removed, except where Apple has
|
||||
not provided a viable replacement, or where support for 10.2 depends on
|
||||
old APIs.
|
||||
- The mac platform is multithreaded, to take advantage of multiple core
|
||||
Intel hardware, and multiple processor hardware in general.
|
||||
- Functionality is now better organized into separate files. This means
|
||||
that macCarbWindow.cc is no longer the random code dumping ground it was
|
||||
before.
|
||||
- Debugging is easier, as many randomly placed globals have been snipped or
|
||||
reorganized into platState.
|
||||
- Wide screen displays are supported.
|
||||
- Window resizing is supported.
|
||||
- Better multiple monitor support.
|
||||
- Better OpenGL setup & features detection.
|
||||
- Alerts work in fullscreen mode now.
|
||||
- Better support for Mac cut / copy / paste etc shortcuts.
|
||||
- Basically, a normal sane human can read & understand the code now. So
|
||||
read away! Yes, you. Get going!
|
||||
This is new code, so there will be bugs.
|
||||
Please report bugs / odd behavior on the *private* Mac forums as you find
|
||||
them.
|
||||
|
||||
|
1222
xcode/old build projects/Maya2DTSExporter.xcode/project.pbxproj
Executable file
1222
xcode/old build projects/Maya2DTSExporter.xcode/project.pbxproj
Executable file
File diff suppressed because one or more lines are too long
64
xcode/old build projects/fix frameworks.command
Executable file
64
xcode/old build projects/fix frameworks.command
Executable file
@ -0,0 +1,64 @@
|
||||
#!/bin/bash
|
||||
|
||||
################################################################################
|
||||
# Fixes damaged frameworks after they have been checked out of CVS.
|
||||
# This is neccesary because CVS does not deal well with symbolic links.
|
||||
################################################################################
|
||||
|
||||
|
||||
# Different versions of macosx set the working directory to different places.
|
||||
# We try to cope, by finding the working dir of this .command file.
|
||||
|
||||
dir=`dirname "$0"`
|
||||
echo 'started in directory:' `pwd`
|
||||
if [ -e $dir ]; then
|
||||
cd $dir
|
||||
fi
|
||||
|
||||
# Ok, we're now pretty sure we're in the /.../torque/pb directory.
|
||||
# Move up one dir, and save it off for future use.
|
||||
cd ..
|
||||
basedir=`pwd`
|
||||
echo "moving to directory: $basedir"
|
||||
|
||||
|
||||
# We set up some convinience variables here...
|
||||
openaldir="lib/openal/macosx"
|
||||
xiphdir="lib/xiph/macosx"
|
||||
version='A'
|
||||
current='Versions/Current'
|
||||
headers='Headers'
|
||||
resources='Resources'
|
||||
|
||||
|
||||
for frameworkname in "$openaldir/OpenAL" "$xiphdir/Ogg" "$xiphdir/Vorbis" "$xiphdir/Theora" ; do
|
||||
framework="$frameworkname.framework"
|
||||
frameworkname=`basename "$frameworkname"`
|
||||
echo "-------- fixing " `basename "$framework"` " ---------"
|
||||
echo "entering $framework"
|
||||
cd $framework
|
||||
if [ ! -h $current ]; then
|
||||
rm $current
|
||||
ln -s "$version/" $current
|
||||
echo "fixing $framework/$current"
|
||||
fi
|
||||
if [ ! -h $headers ]; then
|
||||
rm $headers
|
||||
ln -s "$current/$headers/" $headers
|
||||
echo "fixing $framework/$headers"
|
||||
fi
|
||||
if [ ! -h $resources ]; then
|
||||
rm $resources
|
||||
ln -s "$current/$resources/" $resources
|
||||
echo "fixing $framework/$resources"
|
||||
fi
|
||||
if [ ! -x "$current/$frameworkname" ]; then
|
||||
chmod 755 "$current/$frameworkname"
|
||||
fi
|
||||
if [ ! -h $frameworkname ]; then
|
||||
rm $frameworkname
|
||||
ln -s "$current/$frameworkname" $frameworkname
|
||||
echo "fixing $framework/$frameworkname"
|
||||
fi
|
||||
cd $basedir
|
||||
done
|
31
xcode/old build projects/fix xcode2.1 build folders.command
Executable file
31
xcode/old build projects/fix xcode2.1 build folders.command
Executable file
@ -0,0 +1,31 @@
|
||||
#!/bin/bash
|
||||
################################################################################
|
||||
# Applies a work around fix for Xcode2.1+, wherein an extra dir is appended to
|
||||
# the end of the build products path. We us a symbolic link ( alias ) to trick
|
||||
# Xcode into playing ball.
|
||||
################################################################################
|
||||
|
||||
|
||||
# Different versions of macosx set the working directory to different places.
|
||||
# We try to cope, by finding the working dir of this .command file.
|
||||
|
||||
dir=`dirname "$0"`
|
||||
echo 'started in directory:' `pwd`
|
||||
if [ -e $dir ]; then
|
||||
cd $dir
|
||||
fi
|
||||
|
||||
|
||||
# We create the build folder if it does not exist, or move it aside if it does.
|
||||
if [ -e build ]; then
|
||||
mv build build-old-`date "+%m.%d.%C%y-%H.%M.%S"`
|
||||
fi
|
||||
mkdir build
|
||||
|
||||
# Finally, we make the symbolic links
|
||||
|
||||
cd build
|
||||
ln -s ../../example Default
|
||||
ln -s ../../example Development
|
||||
ln -s ../../example Deployment
|
||||
|
30914
xcode/old build projects/torque_pb_2_1.pbproj/project.pbxproj
Executable file
30914
xcode/old build projects/torque_pb_2_1.pbproj/project.pbxproj
Executable file
File diff suppressed because it is too large
Load Diff
9560
xcode/old build projects/torque_xcode_2_1.xcodeproj/project.pbxproj
Executable file
9560
xcode/old build projects/torque_xcode_2_1.xcodeproj/project.pbxproj
Executable file
File diff suppressed because it is too large
Load Diff
BIN
xcode/script editing/Install TorqueScript for Xcode.pkg.zip
Executable file
BIN
xcode/script editing/Install TorqueScript for Xcode.pkg.zip
Executable file
Binary file not shown.
13
xcode/script editing/Torque.pbfilespec
Executable file
13
xcode/script editing/Torque.pbfilespec
Executable file
@ -0,0 +1,13 @@
|
||||
/**
|
||||
Torque source file specs.
|
||||
*/
|
||||
(
|
||||
{
|
||||
Identifier = sourcecode.torque;
|
||||
BasedOn = sourcecode;
|
||||
Extensions = (cs, gui, mis);
|
||||
MIMETypes = ("text/torquescript");
|
||||
ComputerLanguage = torque;
|
||||
IsTextFile = YES;
|
||||
}
|
||||
)
|
72
xcode/script editing/Torque.pblangspec
Executable file
72
xcode/script editing/Torque.pblangspec
Executable file
@ -0,0 +1,72 @@
|
||||
/**
|
||||
Torque language specification.
|
||||
*/
|
||||
(
|
||||
// Torque script
|
||||
{
|
||||
Identifier = torque;
|
||||
Name = "Torque Engine Script";
|
||||
Description = "Torque Engine Script";
|
||||
BasedOn = "pbx_root_language";
|
||||
SourceScannerClassName = PBXCSourceScanner;
|
||||
Indentation = {
|
||||
};
|
||||
SyntaxColoring = {
|
||||
SingleLineComment = ( "//" );
|
||||
CaseSensitive = NO;
|
||||
UnicodeSymbols = NO;
|
||||
IndexedSymbols = YES;
|
||||
CommentsCanBeNested = NO;
|
||||
IdentifierStartChars = "$%";
|
||||
IdentifierChars = "_-";
|
||||
MultLineComment = (
|
||||
);
|
||||
String = (
|
||||
( "\"", "\"" ),
|
||||
( "'", "'" )
|
||||
);
|
||||
EscapeCharacter = "\\";
|
||||
Keywords = (
|
||||
"break",
|
||||
"case",
|
||||
"continue",
|
||||
"datablock",
|
||||
"default",
|
||||
"else",
|
||||
"false",
|
||||
"function",
|
||||
"if",
|
||||
"for",
|
||||
"new",
|
||||
"or",
|
||||
"package",
|
||||
"return",
|
||||
"switch",
|
||||
"switch$",
|
||||
"true",
|
||||
"while",
|
||||
"$",
|
||||
"%",
|
||||
"@",
|
||||
"SPC",
|
||||
);
|
||||
AltKeywords = (
|
||||
"echo",
|
||||
"error",
|
||||
"warn",
|
||||
"exec",
|
||||
"call",
|
||||
"VectorAdd",
|
||||
"VectorCross",
|
||||
"VectorDist",
|
||||
"VectorDot",
|
||||
"VectorLen",
|
||||
"VectorNormalize",
|
||||
"VectorOrthoBasis",
|
||||
"VectorScale",
|
||||
"VectorSub"
|
||||
);
|
||||
};
|
||||
}
|
||||
)
|
||||
|
10511
xcode/torque_xcode_2_2_UB.xcodeproj/project.pbxproj
Executable file
10511
xcode/torque_xcode_2_2_UB.xcodeproj/project.pbxproj
Executable file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user