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forge.config.js
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forge.config.js
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const { spawn } = require('child_process')
const fs = require('fs').promises
const path = require('path')
/**
* This function runs the get-pandoc script in order to download the requested
* version of Pandoc. This way we can guarantee that the correct Pandoc version
* will be present when packaging the application.
*
* @param {string} platform The platform for which to download.
* @param {string} arch The architecture for which to download.
*/
async function downloadPandoc (platform, arch) {
// Check we have a valid platform ...
if (![ 'darwin', 'linux', 'win32' ].includes(platform)) {
throw new Error(`Cannot download Pandoc: Platform ${platform} is not recognised!`)
}
// ... and a valid architecture.
if (![ 'x64', 'arm' ].includes(arch)) {
throw new Error(`Cannot download Pandoc: Architecture ${arch} is not supported!`)
}
// Now run the script and wait for it to finish.
await new Promise((resolve, reject) => {
const argWin = [ 'bash.exe', [ './scripts/get-pandoc.sh', platform, arch ] ]
const argUnix = [ './scripts/get-pandoc.sh', [ platform, arch ] ]
// Use the spread operator to spawn the process using the correct arguments.
const shellProcess = (process.platform === 'win32') ? spawn(...argWin) : spawn(...argUnix)
// To not mess with Electron forge's output, suppress this processes output.
// But we should reject if there's any error output.
let shouldReject = false
shellProcess.stderr.on('data', (data) => {
shouldReject = true
})
// Resolve or reject once the process has finished.
shellProcess.on('close', (code, signal) => {
if (code !== 0 || shouldReject) {
reject(new Error(`Failed to download Pandoc: Process quit with code ${code}. If the code is 0, then there was error output.`))
} else {
resolve()
}
})
// Reject on errors.
shellProcess.on('error', (err) => {
reject(err)
})
})
}
module.exports = {
hooks: {
generateAssets: async (forgeConfig, targetPlatform, targetArch) => {
// Two steps need to be done here. First, we need to set an environment
// variable that is then accessible by the webpack process so that we can
// either include or not include fsevents for macOS platforms.
process.env.BUNDLE_FSEVENTS = (targetPlatform === 'darwin') ? '1' : '0'
// Second, we need to make sure we can bundle Pandoc.
const isMacOS = targetPlatform === 'darwin'
const isLinux = targetPlatform === 'linux'
const isWin32 = targetPlatform === 'win32'
const isArm64 = targetArch === 'arm64'
const is64Bit = targetArch === 'x64'
// macOS has Rosetta 2 built-in, so we can bundle Pandoc 64bit
const supportsPandoc = is64Bit || (isMacOS && isArm64) || (isLinux && isArm64)
if (supportsPandoc && isWin32) {
// Download Pandoc beforehand, if it's not yet there.
try {
await fs.lstat(path.join(__dirname, './resources/pandoc-win32-x64.exe'))
} catch (err) {
await downloadPandoc('win32', 'x64')
}
await fs.copyFile(path.join(__dirname, './resources/pandoc-win32-x64.exe'), path.join(__dirname, './resources/pandoc.exe'))
forgeConfig.packagerConfig.extraResource.push(path.join(__dirname, './resources/pandoc.exe'))
} else if (supportsPandoc && (isMacOS || isLinux)) {
// Download Pandoc either for macOS or Linux ...
const platform = (isMacOS) ? 'darwin' : 'linux'
// ... and the ARM version if we're downloading for Linux ARM, else x64.
const arch = (isLinux && isArm64) ? 'arm' : 'x64'
try {
await fs.lstat(path.join(__dirname, `./resources/pandoc-${platform}-${arch}`))
} catch (err) {
await downloadPandoc(platform, arch)
}
await fs.copyFile(path.join(__dirname, `./resources/pandoc-${platform}-${arch}`), path.join(__dirname, './resources/pandoc'))
forgeConfig.packagerConfig.extraResource.push(path.join(__dirname, './resources/pandoc'))
} else {
// If someone is building this on an unsupported platform, drop a warning.
console.log(`\nBuilding for an unsupported platform/arch-combination ${targetPlatform}/${targetArch} - not bundling Pandoc.`)
}
}
},
packagerConfig: {
appBundleId: 'com.zettlr.app',
// This info.plist file contains file association for the app on macOS.
extendInfo: './scripts/assets/info.plist',
asar: true,
darwinDarkModeSupport: 'true',
// Electron-forge automatically adds the file extension based on OS
icon: './resources/icons/icon',
// The binary name should always be uppercase Zettlr. As we cannot specify
// this on a per-maker basis, we need to output everything this way. With
// this property, macOS builds are named Zettlr.app, Windows builds
// Zettlr.exe and the linux binaries are called Zettlr (albeit on Linux,
// lowercase is preferred). Due to the last issue (Linux binaries being
// with capital Z) we have to explicitly set executableName on the Linux
// target.
name: 'Zettlr',
// The certificate is written to the default keychain during CI build.
// See ./scripts/add-osx-cert.sh
osxSign: {
identity: 'Developer ID Application: Hendrik Erz (QS52BN8W68)',
'hardened-runtime': true,
'gatekeeper-assess': false,
entitlements: 'scripts/assets/entitlements.plist',
'entitlements-inherit': 'scripts/assets/entitlements.plist',
'signature-flags': 'library'
},
// Since electron-notarize 1.1.0 it will throw instead of simply print a
// warning to the console, so we have to actively check if we should
// notarize or not. We do so by checking for the necessary environment
// variables and set the osxNotarize option to false otherwise to prevent
// notarization.
osxNotarize: ('APPLE_ID' in process.env && 'APPLE_ID_PASS' in process.env)
? {
appleId: process.env.APPLE_ID,
appleIdPassword: process.env.APPLE_ID_PASS
}
: false,
extraResource: [
'resources/icons/icon.code.icns'
]
},
plugins: [
[
'@electron-forge/plugin-webpack',
{
mainConfig: './webpack.main.config.js',
// Since electron-forge v6.0.0-beta.58, this property controls the CSP
// for the development process. Since the defaults by electron-forge are
// not suitable for our needs (since they prevent the usage of our
// custom safe-file:// protocol), we must manually set this. Here we are
// basically copying the CSP from the HTML-files, but with 'unsafe-eval'
// added (which webpack needs for the sourcemaps).
devContentSecurityPolicy: "script-src 'self' 'unsafe-inline' 'unsafe-eval'",
// The default port for php-fpm is 9000, and since forge and PHP will
// collide on every system on which PHP is installed, we change the
// default ports for both the logger and the dev servers. We have to set
// both ports, because changing only one doesn't solve the issue.
port: 3000,
loggerPort: 9001,
renderer: {
config: './webpack.renderer.config.js',
entryPoints: [
{
html: './static/index.htm',
js: './source/win-main/index.ts',
name: 'main_window',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-print/index.ts',
name: 'print',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-log-viewer/index.ts',
name: 'log_viewer',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-preferences/index.ts',
name: 'preferences',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-tag-manager/index.ts',
name: 'tag_manager',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-paste-image/index.ts',
name: 'paste_image',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-error/index.ts',
name: 'error',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-about/index.ts',
name: 'about',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-stats/index.ts',
name: 'stats',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-assets/index.ts',
name: 'assets',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-update/index.ts',
name: 'update',
preload: {
js: './source/common/modules/preload/index.ts'
}
},
{
html: './static/index.htm',
js: './source/win-project-properties/index.ts',
name: 'project_properties',
preload: {
js: './source/common/modules/preload/index.ts'
}
}
]
}
}
]
]
}