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mirror of https://gitlab.com/kelteseth/ScreenPlay.git synced 2024-10-06 09:17:07 +02:00

Fix macOS launch and build

This commit is contained in:
Elias Steurer 2023-11-09 17:06:24 +01:00
parent 2b685a4338
commit 6e9f138e7e
5 changed files with 5 additions and 3 deletions

View File

@ -9,7 +9,6 @@ if(APPLE)
set(CMAKE_OSX_ARCHITECTURES
"arm64;x86_64"
CACHE STRING "" FORCE)
set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/ScreenPlay.app/Contents/MacOS/qml")
endif()
project(
@ -44,7 +43,9 @@ set(CMAKE_OSX_DEPLOYMENT_TARGET "13.0")
# This subdirectoy is needed for OSX and Linux to fix linker errors because we would have ScreenPlayApp executable and folder for the qml
# files in the same directory.
set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/qml")
if(APPLE)
set(SCREENPLAY_QML_MODULES_PATH "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/ScreenPlay.app/Contents/MacOS/qml")
endif()
# Adds the qml import path so QtCreator can find them
list(APPEND QML_DIRS "${SCREENPLAY_QML_MODULES_PATH}")
set(QML_IMPORT_PATH

View File

@ -163,7 +163,7 @@ void Settings::setupWidgetAndWindowPaths()
m_globalVariables->setGodotWallpaperExecutablePath(QUrl(workingDir.path() + "/ScreenPlayWallpaperGodot" + ScreenPlayUtil::executableBinEnding()));
const auto godotEditorName = "Godot_" + godotVersion + "-" + godotReleaseType + "_win64.exe";
m_globalVariables->setGodotEditorExecutablePath(QUrl(workingDir.path() + "/" + godotEditorName));
} else if (osType == "osx") {
} else if (osType == "macos") {
// ScreenPlayTest is not bundled in an .app so the working directory
// the the same as the executable.
if (QFileInfo(QCoreApplication::applicationFilePath()).fileName() != "tst_ScreenPlay") {

View File

@ -67,6 +67,7 @@ if __name__ == "__main__":
build_config.build_tests = "OFF"
build_config.build_deploy = "ON"
build_config.create_installer = "OFF"
build_config.build_godot = "OFF"
build_config.build_type = "release"
build_config.screenplay_version = screenplay_version