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There's no reason to put the .rc file into developer tools like galaxieseditor at all. Its current job is to add an icon, and those tools don't have any. I'm about to add version information, and they won't have that either (in particular, no description string like the games do). The CLI developer tools already don't include puzzles.rc, and GUI dev tools are more like those than they are like puzzles. puzzles.rc was being added to an aux GUI tool's source file list by get_platform_puzzle_extra_source_files(), which is called for aux GUI tools as well as for puzzles proper. However, it's not as simple as just eliminating that call, because on Unix, we _do_ need to add the same extra source files to GUI dev tools that we do for puzzles, because gtk.c contains external references to either an array of the puzzle's icons or an empty array indicating that there aren't any, so _something_ has to provide that. So instead, get_platform_puzzle_extra_source_files now takes an extra argument saying whether the program is a real puzzle or an aux tool; windows.cmake leaves out puzzles.rc in the latter case, but unix.cmake puts the icon array in unconditionally.
233 lines
8.6 KiB
CMake
233 lines
8.6 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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check_include_file(tgmath.h HAVE_TGMATH_H)
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if(NOT HAVE_TGMATH_H)
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add_compile_definitions(NO_TGMATH_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 ${NAME} FALSE)
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if (build_individual_puzzles)
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add_executable(${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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"CORE_LIB" "" "COMPILE_DEFINITIONS" ${ARGN})
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if(OPT_CORE_LIB)
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set(lib core)
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else()
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set(lib common)
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endif()
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if(build_cli_programs)
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add_executable(${NAME} ${CMAKE_SOURCE_DIR}/nullfe.c
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${OPT_UNPARSED_ARGUMENTS})
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target_link_libraries(${NAME} ${lib} ${platform_libs})
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if(OPT_COMPILE_DEFINITIONS)
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target_compile_definitions(${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 ${NAME} TRUE)
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add_executable(${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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