Remove usage of macdeployqt in favor of CMake BundleUtilities. BundleUtilities properly finds all dependencies and adds them to the .app automatically. It also fixes rpath and install_name issues for any of the binaries or dependencies
#ifndef ENGINE_H
#define ENGINE_H
#include <stddef.h>
#include <stdint.h>
#ifdef __cplusplus
namespace Engine {
extern "C" {
#endif
typedef struct _EngineInstance EngineInstance;
typedef struct {
uint32_t width;
uint32_t height;
uint8_t hedgehogs_number;
unsigned char* land;
} PreviewInfo;
typedef uint32_t protocol_version_t();
typedef EngineInstance* start_engine_t();
typedef void generate_preview_t(EngineInstance* engine_state,
PreviewInfo* preview);
typedef void cleanup_t(EngineInstance* engine_state);
typedef void send_ipc_t(EngineInstance* engine_state, uint8_t* buf,
size_t size);
typedef size_t read_ipc_t(EngineInstance* engine_state, uint8_t* buf,
size_t size);
typedef void setup_current_gl_context_t(EngineInstance* engine_state,
uint16_t width, uint16_t height,
void (*(const char*))());
typedef void render_frame_t(EngineInstance* engine_state);
typedef bool advance_simulation_t(EngineInstance* engine_state, uint32_t ticks);
extern protocol_version_t* protocol_version;
extern start_engine_t* start_engine;
extern generate_preview_t* generate_preview;
extern cleanup_t* cleanup;
extern send_ipc_t* send_ipc;
extern read_ipc_t* read_ipc;
extern setup_current_gl_context_t* setup_current_gl_context;
extern render_frame_t* render_frame;
extern advance_simulation_t* advance_simulation;
#ifdef __cplusplus
}
};
#endif
#endif // ENGINE_H