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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 $COMMAND gnome-terminal 2>/dev/null; then
gnome-terminal -e "$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
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