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puzzles/cmake/setup.cmake
Ben Harris 1470c9530b Try to stop CMake disabling assertions in release builds
Assertion failures are ugly, but they're better than the alternative.
Defensive coding is a general principle throughout Puzzles and I don't
think it's sensible to selectively turn that off.

The mechanism by which we re-enable assertions is stolen from PuTTY
(with an enhancement to cover MinSizeRel builds as well) and is pretty
ugly because CMake doesn't seem to have a good way to do it.
2023-02-19 23:20:29 +00:00

194 lines
7.2 KiB
CMake

set(PUZZLES_ENABLE_UNFINISHED ""
CACHE STRING "List of puzzles in the 'unfinished' subdirectory \
to build as if official (separated by ';')")
set(build_individual_puzzles TRUE)
set(build_cli_programs TRUE)
set(build_gui_programs TRUE)
set(build_icons FALSE)
set(need_c_icons FALSE)
# Don't disable assertions, even in release mode. Our assertions
# generally aren't expensive and protect against more annoying crashes
# and memory corruption.
string(REPLACE "/DNDEBUG" "" CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL}")
string(REPLACE "-DNDEBUG" "" CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL}")
string(REPLACE "/DNDEBUG" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REPLACE "-DNDEBUG" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REPLACE "/DNDEBUG" "" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
string(REPLACE "-DNDEBUG" "" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
# Include one of platforms/*.cmake to define platform-specific stuff.
# Each of these is expected to:
# - define get_platform_puzzle_extra_source_files(), used below
# - define set_platform_puzzle_target_properties(), used below
# - define build_platform_extras(), called from the top-level CMakeLists.txt
# - override the above build_* settings, if necessary
if(CMAKE_SYSTEM_NAME MATCHES "Windows")
include(cmake/platforms/windows.cmake)
elseif(CMAKE_SYSTEM_NAME MATCHES "Darwin")
include(cmake/platforms/osx.cmake)
elseif(CMAKE_SYSTEM_NAME MATCHES "NestedVM")
include(cmake/platforms/nestedvm.cmake)
elseif(CMAKE_C_COMPILER MATCHES "emcc")
include(cmake/platforms/emscripten.cmake)
else() # assume Unix
include(cmake/platforms/unix.cmake)
endif()
# Accumulate lists of the puzzles' bare names and source file
# locations, for use in build_platform_extras() implementations when
# they want to build things based on all the puzzles at once.
set(puzzle_names)
set(puzzle_sources)
include(CheckIncludeFile)
check_include_file(stdint.h HAVE_STDINT_H)
if(NOT HAVE_STDINT_H)
add_compile_definitions(NO_STDINT_H)
endif()
include(icons/icons.cmake)
# The main function called from the top-level CMakeLists.txt to define
# each puzzle.
function(puzzle NAME)
cmake_parse_arguments(OPT
"" "DISPLAYNAME;DESCRIPTION;OBJECTIVE;WINDOWS_EXE_NAME" "" ${ARGN})
if(NOT DEFINED OPT_WINDOWS_EXE_NAME)
set(OPT_WINDOWS_EXE_NAME ${NAME})
endif()
if (CMAKE_SYSTEM_NAME MATCHES "Windows")
set(EXENAME ${OPT_WINDOWS_EXE_NAME})
else()
set(EXENAME ${NAME})
endif()
set(exename_${NAME} ${EXENAME} PARENT_SCOPE)
set(displayname_${NAME} ${OPT_DISPLAYNAME} PARENT_SCOPE)
set(description_${NAME} ${OPT_DESCRIPTION} PARENT_SCOPE)
set(objective_${NAME} ${OPT_OBJECTIVE} PARENT_SCOPE)
set(official TRUE)
if(NAME STREQUAL nullgame)
# nullgame is not a playable puzzle; it has to be built (to prove
# it still can build), but not installed, or included in the main
# list of puzzles, or compiled into all-in-one binaries, etc. In
# other words, it's not "officially" part of the puzzle
# collection.
set(official FALSE)
endif()
if(${CMAKE_CURRENT_SOURCE_DIR} STREQUAL ${CMAKE_SOURCE_DIR}/unfinished)
# The same goes for puzzles in the 'unfinished' subdirectory,
# although we make an exception if configured to on the command
# line.
list(FIND PUZZLES_ENABLE_UNFINISHED ${NAME} enable_this_one)
if(enable_this_one EQUAL -1)
set(official FALSE)
endif()
endif()
if (official)
set(puzzle_names ${puzzle_names} ${NAME} PARENT_SCOPE)
set(puzzle_sources ${puzzle_sources} ${CMAKE_CURRENT_SOURCE_DIR}/${NAME}.c PARENT_SCOPE)
endif()
get_platform_puzzle_extra_source_files(extra_files ${NAME})
if (build_individual_puzzles)
add_executable(${EXENAME} ${NAME}.c ${extra_files})
target_link_libraries(${EXENAME}
common ${platform_gui_libs} ${platform_libs})
set_property(TARGET ${EXENAME} PROPERTY exename ${EXENAME})
set_property(TARGET ${EXENAME} PROPERTY displayname ${OPT_DISPLAYNAME})
set_property(TARGET ${EXENAME} PROPERTY description ${OPT_DESCRIPTION})
set_property(TARGET ${EXENAME} PROPERTY objective ${OPT_OBJECTIVE})
set_property(TARGET ${EXENAME} PROPERTY official ${official})
set_platform_puzzle_target_properties(${NAME} ${EXENAME})
set_platform_gui_target_properties(${EXENAME})
endif()
endfunction()
# The main function called from the top-level CMakeLists.txt to define
# a command-line helper tool.
function(cliprogram NAME)
cmake_parse_arguments(OPT
"" "COMPILE_DEFINITIONS" "" ${ARGN})
if(build_cli_programs)
add_executable(${NAME} ${CMAKE_SOURCE_DIR}/nullfe.c
${OPT_UNPARSED_ARGUMENTS})
target_link_libraries(${NAME} common ${platform_libs})
if(OPT_COMPILE_DEFINITIONS)
target_compile_definitions(${NAME} PRIVATE ${OPT_COMPILE_DEFINITIONS})
endif()
endif()
endfunction()
# Similar to cliprogram, but builds a GUI helper tool, linked against
# the normal puzzle frontend.
function(guiprogram NAME)
cmake_parse_arguments(OPT
"" "COMPILE_DEFINITIONS" "" ${ARGN})
if(build_gui_programs)
get_platform_puzzle_extra_source_files(extra_files ${NAME})
add_executable(${NAME} ${OPT_UNPARSED_ARGUMENTS} ${extra_files})
target_link_libraries(${NAME}
common ${platform_gui_libs} ${platform_libs})
if(OPT_COMPILE_DEFINITIONS)
target_compile_definitions(${NAME} PRIVATE ${OPT_COMPILE_DEFINITIONS})
endif()
set_platform_gui_target_properties(${NAME})
endif()
endfunction()
# A small wrapper around cliprogram, taking advantage of the common
# formula that puzzle 'foo' often comes with 'foosolver'.
function(solver NAME)
cliprogram(${NAME}solver ${puzzle_src_prefix}${NAME}.c ${ARGN}
COMPILE_DEFINITIONS STANDALONE_SOLVER)
endfunction()
function(write_generated_games_header)
set(generated_include_dir ${CMAKE_CURRENT_BINARY_DIR}/include)
set(generated_include_dir ${generated_include_dir} PARENT_SCOPE)
set(header_pre ${generated_include_dir}/generated-games.h.pre)
set(header ${generated_include_dir}/generated-games.h)
file(MAKE_DIRECTORY ${generated_include_dir})
file(WRITE ${header_pre} "")
list(SORT puzzle_names)
foreach(name ${puzzle_names})
file(APPEND ${header_pre} "GAME(${name})\n")
endforeach()
configure_file(${header_pre} ${header} COPYONLY)
endfunction()
# This has to be run from the unfinished subdirectory, so that the
# updates to puzzle_names etc will be propagated to the top-level scope.
macro(export_variables_to_parent_scope)
set(puzzle_names ${puzzle_names} PARENT_SCOPE)
set(puzzle_sources ${puzzle_sources} PARENT_SCOPE)
foreach(name ${puzzle_names})
set(exename_${name} ${exename_${name}} PARENT_SCOPE)
set(displayname_${name} ${displayname_${name}} PARENT_SCOPE)
set(description_${name} ${description_${name}} PARENT_SCOPE)
set(objective_${name} ${objective_${name}} PARENT_SCOPE)
endforeach()
endmacro()
macro(build_extras)
# Write out a list of the game names, for benchmark.sh to use.
file(WRITE ${CMAKE_BINARY_DIR}/gamelist.txt "")
list(SORT puzzle_names)
foreach(name ${puzzle_names})
file(APPEND ${CMAKE_BINARY_DIR}/gamelist.txt "${name}\n")
endforeach()
# Further extra stuff specific to particular platforms.
build_platform_extras()
endmacro()