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git://git.tartarus.org/simon/puzzles.git
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Files

I missed some spaces in the autogenerated <span>s, and I generated the web page components including unfinished puzzles by mistake.
183 lines
7.6 KiB
Bash
183 lines
7.6 KiB
Bash
# -*- sh -*-
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# Build script to build Puzzles.
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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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# 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"' $(Version) >> devel.but
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# Write out a version.h that contains the real version number.
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in puzzles do echo '/* Generated by automated build script */' > version.h
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in puzzles do echo '$#define VER "Version $(Version)"' >> version.h
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# And do the same substitution in the OS X metadata. (This is a bit
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# icky in principle because it presumes that my version numbers don't
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# need XML escaping, but frankly, if they ever do then I should fix
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# them!)
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in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx-info.plist
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# First build some local binaries, to run the icon build.
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in puzzles do perl mkfiles.pl -U
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in puzzles do make
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# Now build the screenshots and icons.
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in puzzles/icons do xvfb-run -s "-screen 0 1024x768x24" make web winicons gtkicons
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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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# Re-run mkfiles.pl now that it knows the icons are there.
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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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# Build the OS X .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)
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return puzzles/Puzzles.dmg
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enddelegate
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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 chm
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in puzzles do make -f Makefile.doc # build help file for installer
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in puzzles do perl winiss.pl $(Version) gamedesc.txt > puzzles.iss
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delegate windows
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# Ignore the poorly controlled return value from HHC, and instead
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# just test that the output file was generated.
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in puzzles do hhc puzzles.hhp; test -f puzzles.chm
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# FIXME: Cygwin alternative?
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in puzzles do cmd /c 'vcvars32 & nmake -f Makefile.vc clean'
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in puzzles do cmd /c 'vcvars32 & nmake -f Makefile.vc VER=-DVER=$(Version)'
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# Build installer.
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in puzzles do iscc puzzles.iss
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return puzzles/puzzles.chm
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return puzzles/*.exe
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return puzzles/Output/setup.exe
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enddelegate
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in puzzles do chmod +x *.exe
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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 help file and the HTML docs.
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in puzzles do make -f Makefile.doc clean # remove CHM-target HTML
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in puzzles do make -f Makefile.doc # and rebuild help file...
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in puzzles do mkdir doc
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in puzzles do mkdir devel
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in puzzles/doc do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../puzzles.but
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in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../devel.but
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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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# 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 winbin
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in puzzles do mv `cut -f2 -d: gamedesc.txt` winbin
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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 winbin/*.exe puzzles.chm puzzles.hlp puzzles.cnt
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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 $(Version)
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# Build the autogenerated pieces of the main web page.
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in puzzles do perl webpage.pl
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ifneq "$(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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# Build the Java applets.
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delegate nestedvm
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in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version)
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return puzzles/*.jar
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enddelegate
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# Build the Javascript applets. Since my master build machine doesn't
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# have the right dependencies installed for Emscripten, I do this by a
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# delegation.
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in puzzles do mkdir js # so we can tell output .js files from emcc*.js
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delegate emscripten
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in puzzles do make -f Makefile.emcc OUTPREFIX=js/ clean
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in puzzles do make -f Makefile.emcc OUTPREFIX=js/
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return puzzles/js/*.js
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enddelegate
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# Set up .htaccess containing a redirect for the archive filename.
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in puzzles do echo "AddType application/octet-stream .chm" > .htaccess
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in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess
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in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess
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in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess
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in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.exe '$$1'puzzles-$(Version)-installer.exe >> .htaccess
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# Phew, we're done. Deliver everything!
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deliver puzzles/icons/*-web.png $@
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deliver puzzles/winbin/*.exe $@
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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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deliver puzzles/Puzzles.dmg $@
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deliver puzzles/puzzles.chm $@
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deliver puzzles/puzzles.hlp $@
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deliver puzzles/puzzles.cnt $@
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deliver puzzles/puzzles.zip $@
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deliver puzzles/Output/setup.exe puzzles-$(Version)-installer.exe
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deliver puzzles/*.jar java/$@
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deliver puzzles/js/*.js js/$@
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deliver puzzles/html/*.html html/$@
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deliver puzzles/html/*.pl html/$@
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deliver puzzles/wwwspans.html $@
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deliver puzzles/wwwlinks.html $@
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# deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment)
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# This one isn't in the puzzles subdir, because makedist.sh left it
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# one level up.
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deliver puzzles*.tar.gz $@
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