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I don't expect this to actually come up in any circumstance, but it prevents a warning in some versions of gcc that would otherwise arise from the use of 'int' to compute the input size: if gcc isn't confident that the int is positive, then it complains that possible inputs to malloc might be in the region of 2^64 - (small multiple of a negative 32-bit int). I would hope malloc would fail in any case on such an input, so failing a couple of lines earlier makes no important difference. Annoyingly, stdint.h is missing in my NestedVM build setup (though it has stdbool.h - it's not _totally_ C90). So I have to check that at cmake time. Also, removed the #defines for smalloc and friends from the tree234 test mode. These were needed in the old build system, when tree234-test was built ad-hoc without being linked against malloc.c. But now tree234-test links against the same utils library as everything else, and can use the real smalloc - and doing so prevents another of these warnings when compiling with -flto.
181 lines
6.4 KiB
CMake
181 lines
6.4 KiB
CMake
set(PUZZLES_ENABLE_UNFINISHED ""
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CACHE STRING "List of puzzles in the 'unfinished' subdirectory \
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to build as if official (separated by ';')")
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set(build_individual_puzzles TRUE)
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set(build_cli_programs TRUE)
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set(build_gui_programs TRUE)
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set(build_icons FALSE)
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set(need_c_icons FALSE)
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# Include one of platforms/*.cmake to define platform-specific stuff.
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# Each of these is expected to:
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# - define get_platform_puzzle_extra_source_files(), used below
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# - define set_platform_puzzle_target_properties(), used below
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# - define build_platform_extras(), called from the top-level CMakeLists.txt
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# - override the above build_* settings, if necessary
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if(CMAKE_SYSTEM_NAME MATCHES "Windows")
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include(cmake/platforms/windows.cmake)
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elseif(CMAKE_SYSTEM_NAME MATCHES "Darwin")
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include(cmake/platforms/osx.cmake)
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elseif(CMAKE_SYSTEM_NAME MATCHES "NestedVM")
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include(cmake/platforms/nestedvm.cmake)
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elseif(CMAKE_C_COMPILER MATCHES "emcc")
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include(cmake/platforms/emscripten.cmake)
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else() # assume Unix
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include(cmake/platforms/unix.cmake)
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endif()
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# Accumulate lists of the puzzles' bare names and source file
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# locations, for use in build_platform_extras() implementations when
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# they want to build things based on all the puzzles at once.
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set(puzzle_names)
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set(puzzle_sources)
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include(CheckIncludeFile)
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check_include_file(stdint.h HAVE_STDINT_H)
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if(NOT HAVE_STDINT_H)
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add_compile_definitions(NO_STDINT_H)
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endif()
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include(icons/icons.cmake)
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# The main function called from the top-level CMakeLists.txt to define
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# each puzzle.
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function(puzzle NAME)
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cmake_parse_arguments(OPT
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"" "DISPLAYNAME;DESCRIPTION;OBJECTIVE;WINDOWS_EXE_NAME" "" ${ARGN})
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if(NOT DEFINED OPT_WINDOWS_EXE_NAME)
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set(OPT_WINDOWS_EXE_NAME ${NAME})
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endif()
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if (CMAKE_SYSTEM_NAME MATCHES "Windows")
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set(EXENAME ${OPT_WINDOWS_EXE_NAME})
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else()
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set(EXENAME ${NAME})
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endif()
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set(exename_${NAME} ${EXENAME} PARENT_SCOPE)
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set(displayname_${NAME} ${OPT_DISPLAYNAME} PARENT_SCOPE)
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set(description_${NAME} ${OPT_DESCRIPTION} PARENT_SCOPE)
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set(objective_${NAME} ${OPT_OBJECTIVE} PARENT_SCOPE)
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set(official TRUE)
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if(NAME STREQUAL nullgame)
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# nullgame is not a playable puzzle; it has to be built (to prove
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# it still can build), but not installed, or included in the main
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# list of puzzles, or compiled into all-in-one binaries, etc. In
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# other words, it's not "officially" part of the puzzle
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# collection.
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set(official FALSE)
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endif()
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if(${CMAKE_CURRENT_SOURCE_DIR} STREQUAL ${CMAKE_SOURCE_DIR}/unfinished)
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# The same goes for puzzles in the 'unfinished' subdirectory,
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# although we make an exception if configured to on the command
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# line.
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list(FIND PUZZLES_ENABLE_UNFINISHED ${NAME} enable_this_one)
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if(enable_this_one EQUAL -1)
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set(official FALSE)
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endif()
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endif()
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if (official)
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set(puzzle_names ${puzzle_names} ${NAME} PARENT_SCOPE)
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set(puzzle_sources ${puzzle_sources} ${CMAKE_CURRENT_SOURCE_DIR}/${NAME}.c PARENT_SCOPE)
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endif()
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get_platform_puzzle_extra_source_files(extra_files ${NAME})
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if (build_individual_puzzles)
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add_executable(${EXENAME} ${NAME}.c ${extra_files})
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target_link_libraries(${EXENAME}
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common ${platform_gui_libs} ${platform_libs})
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set_property(TARGET ${EXENAME} PROPERTY exename ${EXENAME})
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set_property(TARGET ${EXENAME} PROPERTY displayname ${OPT_DISPLAYNAME})
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set_property(TARGET ${EXENAME} PROPERTY description ${OPT_DESCRIPTION})
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set_property(TARGET ${EXENAME} PROPERTY objective ${OPT_OBJECTIVE})
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set_property(TARGET ${EXENAME} PROPERTY official ${official})
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set_platform_puzzle_target_properties(${NAME} ${EXENAME})
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set_platform_gui_target_properties(${EXENAME})
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endif()
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endfunction()
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# The main function called from the top-level CMakeLists.txt to define
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# a command-line helper tool.
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function(cliprogram NAME)
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cmake_parse_arguments(OPT
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"" "COMPILE_DEFINITIONS" "" ${ARGN})
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if(build_cli_programs)
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add_executable(${NAME} ${CMAKE_SOURCE_DIR}/nullfe.c
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${OPT_UNPARSED_ARGUMENTS})
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target_link_libraries(${NAME} common ${platform_libs})
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if(OPT_COMPILE_DEFINITIONS)
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target_compile_definitions(${NAME} PRIVATE ${OPT_COMPILE_DEFINITIONS})
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endif()
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endif()
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endfunction()
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# Similar to cliprogram, but builds a GUI helper tool, linked against
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# the normal puzzle frontend.
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function(guiprogram NAME)
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cmake_parse_arguments(OPT
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"" "COMPILE_DEFINITIONS" "" ${ARGN})
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if(build_gui_programs)
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get_platform_puzzle_extra_source_files(extra_files nullgame)
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add_executable(${NAME} ${OPT_UNPARSED_ARGUMENTS} ${extra_files})
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target_link_libraries(${NAME}
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common ${platform_gui_libs} ${platform_libs})
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if(OPT_COMPILE_DEFINITIONS)
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target_compile_definitions(${NAME} PRIVATE ${OPT_COMPILE_DEFINITIONS})
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endif()
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set_platform_gui_target_properties(${NAME})
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endif()
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endfunction()
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# A small wrapper around cliprogram, taking advantage of the common
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# formula that puzzle 'foo' often comes with 'foosolver'.
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function(solver NAME)
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cliprogram(${NAME}solver ${puzzle_src_prefix}${NAME}.c ${ARGN}
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COMPILE_DEFINITIONS STANDALONE_SOLVER)
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endfunction()
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function(write_generated_games_header)
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set(generated_include_dir ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(generated_include_dir ${generated_include_dir} PARENT_SCOPE)
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file(MAKE_DIRECTORY ${generated_include_dir})
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file(WRITE ${generated_include_dir}/generated-games.h "")
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list(SORT puzzle_names)
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foreach(name ${puzzle_names})
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file(APPEND ${generated_include_dir}/generated-games.h "GAME(${name})\n")
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endforeach()
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endfunction()
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# This has to be run from the unfinished subdirectory, so that the
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# updates to puzzle_names etc will be propagated to the top-level scope.
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macro(export_variables_to_parent_scope)
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set(puzzle_names ${puzzle_names} PARENT_SCOPE)
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set(puzzle_sources ${puzzle_sources} PARENT_SCOPE)
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foreach(name ${puzzle_names})
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set(exename_${name} ${exename_${name}} PARENT_SCOPE)
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set(displayname_${name} ${displayname_${name}} PARENT_SCOPE)
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set(description_${name} ${description_${name}} PARENT_SCOPE)
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set(objective_${name} ${objective_${name}} PARENT_SCOPE)
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endforeach()
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endmacro()
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macro(build_extras)
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# Write out a list of the game names, for benchmark.sh to use.
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file(WRITE ${CMAKE_BINARY_DIR}/gamelist.txt "")
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list(SORT puzzle_names)
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foreach(name ${puzzle_names})
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file(APPEND ${CMAKE_BINARY_DIR}/gamelist.txt "${name}\n")
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endforeach()
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# Further extra stuff specific to particular platforms.
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build_platform_extras()
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endmacro()
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