mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
Migrate to a CMake-based build system.
This completely removes the old system of mkfiles.pl + Recipe + .R files that I used to manage the various per-platform makefiles and other build scripts in this code base. In its place is a CMakeLists.txt setup, which is still able to compile for Linux, Windows, MacOS, NestedVM and Emscripten. The main reason for doing this is because mkfiles.pl was a horrible pile of unmaintainable cruft. It was hard to keep up to date (e.g. didn't reliably support the latest Visual Studio project files); it was so specific to me that nobody else could maintain it (or was even interested in trying, and who can blame them?), and it wasn't even easy to _use_ if you weren't me. And it didn't even produce very good makefiles. In fact I've been wanting to hurl mkfiles.pl in the bin for years, but was blocked by CMake not quite being able to support my clang-cl based system for cross-compiling for Windows on Linux. But CMake 3.20 was released this month and fixes the last bug in that area (it had to do with preprocessing of .rc files), so now I'm unblocked! CMake is not perfect, but it's better at mkfiles.pl's job than mkfiles.pl was, and it has the great advantage that lots of other people already know about it. Other advantages of the CMake system: - Easier to build with. At least for the big three platforms, it's possible to write down a list of build commands that's actually the same everywhere ("cmake ." followed by "cmake --build ."). There's endless scope for making your end-user cmake commands more fancy than that, for various advantages, but very few people _have_ to. - Less effort required to add a new puzzle. You just add a puzzle() statement to the top-level CMakeLists.txt, instead of needing to remember eight separate fiddly things to put in the .R file. (Look at the reduction in CHECKLST.txt!) - The 'unfinished' subdirectory is now _built_ unconditionally, even if the things in it don't go into the 'make install' target. So they won't bit-rot in future. - Unix build: unified the old icons makefile with the main build, so that each puzzle builds without an icon, runs to build its icon, then relinks with it. - Windows build: far easier to switch back and forth between debug and release than with the old makefiles. - MacOS build: CMake has its own .dmg generator, which is surely better thought out than my ten-line bodge. - net reduction in the number of lines of code in the code base. In fact, that's still true _even_ if you don't count the deletion of mkfiles.pl itself - that script didn't even have the virtue of allowing everything else to be done exceptionally concisely.
This commit is contained in:
180
Buildscr
180
Buildscr
@ -9,11 +9,7 @@ module puzzles
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set Version $(!builddate).$(vcsid)
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# Start by substituting the right version number in configure.ac.
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in puzzles do perl -i~ -pe 's/6.66/$(Version)/' configure.ac
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in puzzles do rm configure.ac~
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# And put it into the documentation as a versionid.
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# Put the version number into the documentation as a versionid.
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# use perl to avoid inconsistent behaviour of echo '\v'
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in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> puzzles.but
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in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> devel.but
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@ -26,36 +22,35 @@ in puzzles do echo '$#define VER "Version $(Version)"' >> version.h
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# icky in principle because it presumes that my version numbers don't
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# need XML escaping, but frankly, if they ever do then I should fix
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# them!)
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in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx-info.plist
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in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx/Info.plist
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# The very first thing we do is to make the source archive, before we
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# fill up the build directory with extra files.
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delegate -
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# Build Windows Help and text versions of the manual for convenience.
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in puzzles do halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but
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# Build a text version of the HACKING document.
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in puzzles do halibut --text=HACKING devel.but
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# Get rid of some cruft that isn't really useful in a source tarball.
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in puzzles do rm -f Buildscr CHECKLST.txt .gitignore webpage.pl
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in . do ln -s puzzles puzzles-$(Version)
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in . do tar -chzf puzzles-$(Version).tar.gz puzzles-$(Version)
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return puzzles-$(Version).tar.gz
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enddelegate
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ifneq "$(NOICONS)" yes then
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# First build some local binaries, to run the icon build.
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in puzzles do perl mkfiles.pl -U CFLAGS='-Wwrite-strings -Werror'
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in puzzles do make -j$(nproc)
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# Now build the screenshots and icons.
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in puzzles/icons do make web winicons gtkicons -j$(nproc)
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# Destroy the local binaries and autoconf detritus, mostly to avoid
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# wasting network bandwidth by transferring them to the delegate
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# servers.
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in puzzles do make distclean
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# Run enough of a native Unix build to produce the icons needed for
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# the Windows builds and the website.
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in puzzles do cmake -B build-icons .
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in puzzles/build-icons do make -j$(nproc) icons VERBOSE=1
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endif
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# Re-run mkfiles.pl now that it knows the icons are there. (Or for the
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# first time, if we didn't bother building the icons.)
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in puzzles do perl mkfiles.pl
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# Rebuild the configure script.
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in puzzles do ./mkauto.sh
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ifneq "$(NOMACOS)" yes then
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# Build the OS X .dmg archive.
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# Build the OS X binaries and .dmg archive.
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delegate osx
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in puzzles do make -f Makefile.osx clean
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in puzzles do make -f Makefile.osx release VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
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return puzzles/Puzzles.dmg
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in puzzles do cmake -B build-osx -DCMAKE_BUILD_TYPE=Release .
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in puzzles/build-osx do make -j$(nproc) package VERBOSE=1
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return puzzles/build-osx/Puzzles.dmg
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enddelegate
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endif
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@ -63,71 +58,28 @@ ifneq "$(NOWINDOWS)" yes then
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# Build the Windows binaries and installer, and the CHM file.
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in puzzles do make -f Makefile.doc clean
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in puzzles do make -f Makefile.doc -j$(nproc) # build help files for installer
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in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"gamedesc.txt"}' winwix.mc > puzzles.wxs
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in puzzles do perl winiss.pl $(Version) gamedesc.txt > puzzles.iss
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ifneq "$(VISUAL_STUDIO)" "yes" then
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in puzzles with clangcl64 do mkdir win64 && Platform=x64 make -f Makefile.clangcl BUILDDIR=win64/ VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
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in puzzles with clangcl32 do mkdir win32 && Platform=x86 make -f Makefile.clangcl BUILDDIR=win32/ SUBSYSVER=,5.01 VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
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# Code-sign the binaries, if the local bob config provides a script
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# to do so. We assume here that the script accepts an -i option to
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# provide a 'more info' URL, and an optional -n option to provide a
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# program name, and that it can take multiple .exe filename
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# arguments and sign them all in place.
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ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ win64/*.exe win32/*.exe
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# Build installers.
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in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=win64/ && light -ext WixUIExtension -sval puzzles.wixobj
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in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
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ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
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else
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delegate windows
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in puzzles with visualstudio do/win nmake -f Makefile.vc clean
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in puzzles with visualstudio do/win nmake -f Makefile.vc VER=-DVER=$(Version)
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ifneq "$(winsigncode)" "" in puzzles do $(winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ win64/*.exe
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# Build installers.
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in puzzles with wix do/win candle puzzles.wxs -dWin64=yes -dBindir=win64/ && light -ext WixUIExtension -sval puzzles.wixobj
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in puzzles with innosetup do/win iscc puzzles.iss
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return puzzles/win64/*.exe
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return puzzles/puzzles.msi
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enddelegate
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endif
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in puzzles do chmod +x win32/*.exe win64/*.exe
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in puzzles do cmake -B build-win64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl64) .
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in puzzles do cmake -B build-win32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl32) .
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in puzzles/build-win64 do make -j$(nproc) VERBOSE=1
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in puzzles/build-win32 do make -j$(nproc) VERBOSE=1
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in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"build-win64/gamedesc.txt"}' winwix.mc > puzzles.wxs
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# Code-sign the binaries, if the local bob config provides a script
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# to do so. We assume here that the script accepts an -i option to
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# provide a 'more info' URL, and an optional -n option to provide a
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# program name, and that it can take multiple .exe filename
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# arguments and sign them all in place.
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ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ build-win64/*.exe build-win32/*.exe
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# Build installers.
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in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=build-win64/ && light -ext WixUIExtension -sval puzzles.wixobj
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in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=build-win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
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ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
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in puzzles do chmod +x build-win32/*.exe build-win64/*.exe
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endif
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# Build the Pocket PC binaries and CAB.
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#
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# NOTE: This part of the build script requires the Windows delegate
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# server to have the cabwiz program on its PATH. This will
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# typically be at
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#
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# C:\Program Files\Windows CE Tools\WCE420\POCKET PC 2003\Tools
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#
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# but it might not be if you've installed it somewhere else, or
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# have a different version.
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#
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# NOTE ALSO: This part of the build is commented out, for the
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# moment, because cabwiz does unhelpful things when run from within
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# a bob delegate process (or, more generally, when run from any
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# terminal-based remote login to a Windows machine, including
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# Cygwin opensshd and Windows Telnet). The symptom is that cabwiz
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# just beeps and sits there. Until I figure out how to build the
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# .cab from an automated process (and I'm willing to consider silly
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# approaches such as a third-party CAB generator), I don't think I
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# can sensibly enable this build.
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#in puzzles do perl wceinf.pl gamedesc.txt > puzzles.inf
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#delegate windows
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# in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce clean'
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# in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce VER=-DVER=$(Version)'
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# # Nasty piece of sh here which saves the return code from cabwiz,
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# # outputs its errors and/or warnings, and then propagates the
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# # return code back to bob. If only cabwiz could output to
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# # standard error LIKE EVERY OTHER COMMAND-LINE UTILITY IN THE
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# # WORLD, I wouldn't have to do this.
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# in puzzles do cat puzzles.inf
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# in puzzles do cmd /c 'wcearmv4 & bash -c cabwiz puzzles.inf /err cabwiz.err /cpu ARMV4'; a=$$?; cat cabwiz.err; exit $$a
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# return puzzles/puzzles.armv4.cab
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#enddelegate
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# Build the HTML docs.
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in puzzles do mkdir doc
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in puzzles do mkdir devel
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@ -136,34 +88,34 @@ in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-in
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ifneq "$(NOWINDOWS)" yes then
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# Move the deliver-worthy Windows binaries (those specified in
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# gamedesc.txt, which is generated by mkfiles.pl and helpfully
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# gamedesc.txt, which is generated by CMakeLists.txt and helpfully
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# excludes the command-line auxiliary utilities such as solosolver,
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# and nullgame.exe) into a subdirectory for easy access.
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in puzzles do mkdir winbin64 winbin32
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in puzzles/win64 do mv `cut -f2 -d: ../gamedesc.txt` ../winbin64
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in puzzles/win32 do mv `cut -f2 -d: ../gamedesc.txt` ../winbin32
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in puzzles/build-win64 do mv `cut -f2 -d: gamedesc.txt` ../winbin64
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in puzzles/build-win32 do mv `cut -f2 -d: gamedesc.txt` ../winbin32
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# Make a zip file of the Windows binaries and help files.
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in puzzles do zip -j puzzles.zip winbin64/*.exe puzzles.chm puzzles.hlp puzzles.cnt
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in puzzles do zip -j puzzles32.zip winbin32/*.exe puzzles.chm puzzles.hlp puzzles.cnt
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endif
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# Create the source archive. (That writes the archive into the
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# _parent_ directory, so be careful when we deliver it.)
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in puzzles do ./makedist.sh $(Version)
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# Build the autogenerated pieces of the main web page.
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in puzzles do perl webpage.pl
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in puzzles do cmake -B build-gamedesc . -DCMAKE_TOOLCHAIN_FILE=../cmake/windows-dummy-toolchain.cmake
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in puzzles do perl webpage.pl build-gamedesc/gamedesc.txt
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ifneq "$(JAVA_UNFINISHED)" "" in puzzles do perl -i~ -pe 'print "!srcdir unfinished/\n" if /!srcdir icons/' Recipe
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ifneq "$(JAVA_UNFINISHED)" "" in puzzles do ln -s unfinished/group.R .
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ifneq "$(JAVA_UNFINISHED)" "" in puzzles do perl mkfiles.pl
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# Group is playable, even if still a bit unpolished and strange, so we
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# can at least make the web versions of it (which are unobtrusive if
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# you don't deliberately navigate to the web pages).
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set web_unfinished_option -DPUZZLES_ENABLE_UNFINISHED=group
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ifneq "$(NOJAVA)" yes then
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# Build the Java applets.
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delegate nestedvm
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in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version) XFLAGS="-Wwrite-strings -Werror" -j$(nproc)
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return puzzles/*.jar
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in puzzles do cmake -B build-nestedvm -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../cmake/nestedvm-toolchain.cmake -DNESTEDVM="$$NESTEDVM" $(web_unfinished_option) .
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in puzzles/build-nestedvm do make -j$(nproc) VERBOSE=1
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return puzzles/build-nestedvm/*.jar
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return puzzles/build-nestedvm/unfinished/group.jar
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enddelegate
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endif
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@ -171,11 +123,11 @@ endif
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# have the right dependencies installed for Emscripten, I do this by a
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# delegation.
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ifneq "$(NOJS)" yes then
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in puzzles do mkdir js # so we can tell output .js files from emcc*.js
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delegate emscripten
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in puzzles do make -f Makefile.emcc OUTPREFIX=js/ clean
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in puzzles do make -f Makefile.emcc OUTPREFIX=js/ XFLAGS="-Wwrite-strings -Werror" -j$(nproc)
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return puzzles/js/*.js
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in puzzles do emcmake cmake -B build-emscripten -DCMAKE_BUILD_TYPE=Release $(web_unfinished_option) .
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in puzzles/build-emscripten do make -j$(nproc) VERBOSE=1
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return puzzles/build-emscripten/*.js
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return puzzles/build-emscripten/unfinished/group.js
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enddelegate
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# Build a set of wrapping HTML pages for easy testing of the
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@ -198,7 +150,7 @@ in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-
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# Phew, we're done. Deliver everything!
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ifneq "$(NOICONS)" yes then
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deliver puzzles/icons/*-web.png $@
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deliver puzzles/build-icons/icons/*-web.png $@
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endif
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ifneq "$(NOWINDOWS)" yes then
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deliver puzzles/winbin64/*.exe $@
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@ -215,13 +167,15 @@ deliver puzzles/.htaccess $@
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deliver puzzles/doc/*.html doc/$@
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deliver puzzles/devel/*.html devel/$@
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ifneq "$(NOMACOS)" yes then
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deliver puzzles/Puzzles.dmg $@
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deliver puzzles/build-osx/Puzzles.dmg $@
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endif
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ifneq "$(NOJAVA)" yes then
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deliver puzzles/*.jar java/$@
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deliver puzzles/build-nestedvm/*.jar java/$@
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deliver puzzles/build-nestedvm/unfinished/*.jar java/$@
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endif
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ifneq "$(NOJS)" yes then
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deliver puzzles/js/*.js js/$@
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deliver puzzles/build-emscripten/*.js js/$@
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deliver puzzles/build-emscripten/unfinished/*.js js/$@
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deliver puzzles/jstest/*.html jstest/$@
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deliver puzzles/html/*.html html/$@
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deliver puzzles/html/*.pl html/$@
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Reference in New Issue
Block a user