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https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-10-06 09:17:07 +02:00
Fix macOS launch and build
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2b685a4338
commit
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@ -9,7 +9,6 @@ if(APPLE)
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set(CMAKE_OSX_ARCHITECTURES
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"arm64;x86_64"
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CACHE STRING "" FORCE)
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set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/ScreenPlay.app/Contents/MacOS/qml")
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endif()
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project(
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@ -44,7 +43,9 @@ set(CMAKE_OSX_DEPLOYMENT_TARGET "13.0")
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# This subdirectoy is needed for OSX and Linux to fix linker errors because we would have ScreenPlayApp executable and folder for the qml
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# files in the same directory.
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set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/qml")
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if(APPLE)
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set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/ScreenPlay.app/Contents/MacOS/qml")
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endif()
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# Adds the qml import path so QtCreator can find them
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list(APPEND QML_DIRS "${SCREENPLAY_QML_MODULES_PATH}")
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set(QML_IMPORT_PATH
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@ -163,7 +163,7 @@ void Settings::setupWidgetAndWindowPaths()
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m_globalVariables->setGodotWallpaperExecutablePath(QUrl(workingDir.path() + "/ScreenPlayWallpaperGodot" + ScreenPlayUtil::executableBinEnding()));
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const auto godotEditorName = "Godot_" + godotVersion + "-" + godotReleaseType + "_win64.exe";
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m_globalVariables->setGodotEditorExecutablePath(QUrl(workingDir.path() + "/" + godotEditorName));
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} else if (osType == "osx") {
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} else if (osType == "macos") {
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// ScreenPlayTest is not bundled in an .app so the working directory
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// the the same as the executable.
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if (QFileInfo(QCoreApplication::applicationFilePath()).fileName() != "tst_ScreenPlay") {
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@ -67,6 +67,7 @@ if __name__ == "__main__":
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build_config.build_tests = "OFF"
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build_config.build_deploy = "ON"
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build_config.create_installer = "OFF"
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build_config.build_godot = "OFF"
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build_config.build_type = "release"
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build_config.screenplay_version = screenplay_version
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