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Fix architecture preference for MacOS game shortcuts (#6145)

* Fix architecture preference for MacOS game shortcuts

* Detect arch and then pass it to script

Co-authored-by: jcm <john.moody@coloradocollege.edu>

* Remove old script write call in `CreateShortcutMacos`

* Turn launch script into EmbeddedResource

* Added final newline

---------

Co-authored-by: jcm <john.moody@coloradocollege.edu>
This commit is contained in:
Alex0007 2024-01-23 02:10:25 +04:00 committed by GitHub
parent 4df22eb867
commit 34a9922b57
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GPG key ID: B5690EEEBB952194
3 changed files with 11 additions and 2 deletions

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@ -0,0 +1,8 @@
#!/bin/sh
launch_arch="$(uname -m)"
if [ "$(sysctl -in sysctl.proc_translated)" = "1" ]
then
launch_arch="arm64"
fi
arch -$launch_arch {0} {1}

View file

@ -54,6 +54,7 @@ namespace Ryujinx.Ui.Common.Helper
{
string basePath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Ryujinx");
var plistFile = EmbeddedResources.ReadAllText("Ryujinx.Ui.Common/shortcut-template.plist");
var shortcutScript = EmbeddedResources.ReadAllText("Ryujinx.Ui.Common/shortcut-launch-script.sh");
// Macos .App folder
string contentFolderPath = Path.Combine("/Applications", cleanedAppName + ".app", "Contents");
string scriptFolderPath = Path.Combine(contentFolderPath, "MacOS");
@ -68,8 +69,7 @@ namespace Ryujinx.Ui.Common.Helper
string scriptPath = Path.Combine(scriptFolderPath, ScriptName);
using StreamWriter scriptFile = new(scriptPath);
scriptFile.WriteLine("#!/bin/sh");
scriptFile.WriteLine($"{basePath} {GetArgsString(appFilePath)}");
scriptFile.Write(shortcutScript, basePath, GetArgsString(appFilePath));
// Set execute permission
FileInfo fileInfo = new(scriptPath);

View file

@ -51,6 +51,7 @@
<ItemGroup Condition="'$(RuntimeIdentifier)' == 'osx-x64' OR '$(RuntimeIdentifier)' == 'osx-arm64' OR '$(RuntimeIdentifier)' == ''">
<EmbeddedResource Include="..\..\distribution\macos\shortcut-template.plist" />
<EmbeddedResource Include="..\..\distribution\macos\shortcut-launch-script.sh" />
</ItemGroup>
<ItemGroup>