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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-14 11:44:02 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-14 11:44:02 -0400
commit79118316065a01322d8ea12a14589ec016794c32 (patch)
tree7a26668a66ea0630a2b9367ac820fe7a6d99ac77 /src/SMAPI/unix-launcher.sh
parentaf1a2bde8219c5d4b8660b13702725626a4a5647 (diff)
parent8aec1eff99858716afe7b8604b512181f78c214f (diff)
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Merge branch 'develop' into stable
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diff --git a/src/SMAPI/unix-launcher.sh b/src/SMAPI/unix-launcher.sh
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+#!/bin/bash
+# MonoKickstart Shell Script
+# Written by Ethan "flibitijibibo" Lee
+# Modified for StardewModdingAPI by Viz and Pathoschild
+
+# Move to script's directory
+cd "`dirname "$0"`"
+
+# Get the system architecture
+UNAME=`uname`
+ARCH=`uname -m`
+
+# MonoKickstart picks the right libfolder, so just execute the right binary.
+if [ "$UNAME" == "Darwin" ]; then
+ # ... Except on OSX.
+ export DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH:./osx/
+
+ # El Capitan is a total idiot and wipes this variable out, making the
+ # Steam overlay disappear. This sidesteps "System Integrity Protection"
+ # and resets the variable with Valve's own variable (they provided this
+ # fix by the way, thanks Valve!). Note that you will need to update your
+ # launch configuration to the script location, NOT just the app location
+ # (i.e. Kick.app/Contents/MacOS/Kick, not just Kick.app).
+ # -flibit
+ if [ "$STEAM_DYLD_INSERT_LIBRARIES" != "" ] && [ "$DYLD_INSERT_LIBRARIES" == "" ]; then
+ export DYLD_INSERT_LIBRARIES="$STEAM_DYLD_INSERT_LIBRARIES"
+ fi
+
+ # this was here before
+ ln -sf mcs.bin.osx mcs
+
+ # fix "DllNotFoundException: libgdiplus.dylib" errors when loading images in SMAPI
+ if [ -f libgdiplus.dylib ]; then
+ rm libgdiplus.dylib
+ fi
+ if [ -f /Library/Frameworks/Mono.framework/Versions/Current/lib/libgdiplus.dylib ]; then
+ ln -s /Library/Frameworks/Mono.framework/Versions/Current/lib/libgdiplus.dylib libgdiplus.dylib
+ fi
+
+ # launch SMAPI
+ cp StardewValley.bin.osx StardewModdingAPI.bin.osx
+ open -a Terminal ./StardewModdingAPI.bin.osx $@
+else
+ # choose launcher
+ LAUNCHER=""
+ if [ "$ARCH" == "x86_64" ]; then
+ ln -sf mcs.bin.x86_64 mcs
+ cp StardewValley.bin.x86_64 StardewModdingAPI.bin.x86_64
+ LAUNCHER="./StardewModdingAPI.bin.x86_64 $@"
+ else
+ ln -sf mcs.bin.x86 mcs
+ cp StardewValley.bin.x86 StardewModdingAPI.bin.x86
+ LAUNCHER="./StardewModdingAPI.bin.x86 $@"
+ fi
+
+ # get cross-distro version of POSIX command
+ COMMAND=""
+ if command -v command 2>/dev/null; then
+ COMMAND="command -v"
+ elif type type 2>/dev/null; then
+ COMMAND="type"
+ fi
+
+ # open SMAPI in terminal
+ if $COMMAND x-terminal-emulator 2>/dev/null; then
+ x-terminal-emulator -e "$LAUNCHER"
+ elif $COMMAND xfce4-terminal 2>/dev/null; then
+ xfce4-terminal -e "$LAUNCHER"
+ elif $COMMAND gnome-terminal 2>/dev/null; then
+ gnome-terminal -e "$LAUNCHER"
+ elif $COMMAND xterm 2>/dev/null; then
+ xterm -e "$LAUNCHER"
+ elif $COMMAND konsole 2>/dev/null; then
+ konsole -e "$LAUNCHER"
+ elif $COMMAND terminal 2>/dev/null; then
+ terminal -e "$LAUNCHER"
+ else
+ $LAUNCHER
+ fi
+
+ # some Linux users get error 127 (command not found) from the above block, even though
+ # `command -v` indicates the command is valid. As a fallback, launch SMAPI without a terminal when
+ # that happens and pass in an argument indicating SMAPI shouldn't try writing to the terminal
+ # (which can be slow if there is none).
+ if [ $? -eq 127 ]; then
+ $LAUNCHER --no-terminal
+ fi
+fi