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After commit 1470c9530b1cff3 enabled assertions, I found that my build scripts were complaining that the Windows binaries built from the same source twice were not generating the same output, and it turned out to be because the use of __FILE__ in every assert was baking in a pathname from my build setup containing a mkstemp()-randomised path component. I've found the '-fmacro-prefix-map' option, available in both gcc and clang (except the archaic gcc used by my NestedVM build, alas), which lets you remap pathnames for purpose of what __FILE__ expands to. So now our assertion statements should look as if the puzzle source just lived in /puzzles, and (just in case a pathname in a generated header ever becomes relevant) the cmake build directory is /build.
223 lines
8.4 KiB
CMake
223 lines
8.4 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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# Don't disable assertions, even in release mode. Our assertions
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# generally aren't expensive and protect against more annoying crashes
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# and memory corruption.
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string(REPLACE "/DNDEBUG" "" CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL}")
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string(REPLACE "-DNDEBUG" "" CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL}")
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string(REPLACE "/DNDEBUG" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
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string(REPLACE "-DNDEBUG" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
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string(REPLACE "/DNDEBUG" "" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
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string(REPLACE "-DNDEBUG" "" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
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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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# Try to normalise source file pathnames as seen in __FILE__ (e.g.
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# assertion failure messages). Partly to avoid bloating the binaries
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# with file prefixes like /home/simon/stuff/things/tmp-7x6c5d54/, but
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# also to make the builds more deterministic - building from the same
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# source should give the same binary even if you do it in a
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# differently named temp directory.
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function(map_pathname src dst)
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if(CMAKE_SYSTEM_NAME MATCHES "NestedVM")
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# Do nothing: the NestedVM gcc is unfortunately too old to support
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# this option.
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elseif(CMAKE_C_COMPILER_ID MATCHES "Clang" AND
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CMAKE_C_COMPILER_FRONTEND_VARIANT MATCHES "MSVC")
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# -fmacro-prefix-map isn't available as a clang-cl option, so we
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# prefix it with -Xclang to pass it straight through to the
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# underlying clang -cc1 invocation, which spells the option the
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# same way.
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set(CMAKE_C_FLAGS
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"${CMAKE_C_FLAGS} -Xclang -fmacro-prefix-map=${src}=${dst}"
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PARENT_SCOPE)
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elseif(CMAKE_C_COMPILER_ID MATCHES "GNU" OR
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CMAKE_C_COMPILER_ID MATCHES "Clang")
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set(CMAKE_C_FLAGS
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"${CMAKE_C_FLAGS} -fmacro-prefix-map=${src}=${dst}"
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PARENT_SCOPE)
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endif()
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endfunction()
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map_pathname(${CMAKE_SOURCE_DIR} /puzzles)
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map_pathname(${CMAKE_BINARY_DIR} /build)
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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 ${NAME})
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add_executable(${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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set(header_pre ${generated_include_dir}/generated-games.h.pre)
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set(header ${generated_include_dir}/generated-games.h)
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file(MAKE_DIRECTORY ${generated_include_dir})
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file(WRITE ${header_pre} "")
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list(SORT puzzle_names)
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foreach(name ${puzzle_names})
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file(APPEND ${header_pre} "GAME(${name})\n")
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endforeach()
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configure_file(${header_pre} ${header} COPYONLY)
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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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