Files
puzzles/Buildscr
Simon Tatham cc7f5503dc Migrate to a CMake-based build system.
This completely removes the old system of mkfiles.pl + Recipe + .R
files that I used to manage the various per-platform makefiles and
other build scripts in this code base. In its place is a
CMakeLists.txt setup, which is still able to compile for Linux,
Windows, MacOS, NestedVM and Emscripten.

The main reason for doing this is because mkfiles.pl was a horrible
pile of unmaintainable cruft. It was hard to keep up to date (e.g.
didn't reliably support the latest Visual Studio project files); it
was so specific to me that nobody else could maintain it (or was even
interested in trying, and who can blame them?), and it wasn't even
easy to _use_ if you weren't me. And it didn't even produce very good
makefiles.

In fact I've been wanting to hurl mkfiles.pl in the bin for years, but
was blocked by CMake not quite being able to support my clang-cl based
system for cross-compiling for Windows on Linux. But CMake 3.20 was
released this month and fixes the last bug in that area (it had to do
with preprocessing of .rc files), so now I'm unblocked!

CMake is not perfect, but it's better at mkfiles.pl's job than
mkfiles.pl was, and it has the great advantage that lots of other
people already know about it.

Other advantages of the CMake system:

 - Easier to build with. At least for the big three platforms, it's
   possible to write down a list of build commands that's actually the
   same everywhere ("cmake ." followed by "cmake --build ."). There's
   endless scope for making your end-user cmake commands more fancy
   than that, for various advantages, but very few people _have_ to.

 - Less effort required to add a new puzzle. You just add a puzzle()
   statement to the top-level CMakeLists.txt, instead of needing to
   remember eight separate fiddly things to put in the .R file. (Look
   at the reduction in CHECKLST.txt!)

 - The 'unfinished' subdirectory is now _built_ unconditionally, even
   if the things in it don't go into the 'make install' target. So
   they won't bit-rot in future.

 - Unix build: unified the old icons makefile with the main build, so
   that each puzzle builds without an icon, runs to build its icon,
   then relinks with it.

 - Windows build: far easier to switch back and forth between debug
   and release than with the old makefiles.

 - MacOS build: CMake has its own .dmg generator, which is surely
   better thought out than my ten-line bodge.

 - net reduction in the number of lines of code in the code base. In
   fact, that's still true _even_ if you don't count the deletion of
   mkfiles.pl itself - that script didn't even have the virtue of
   allowing everything else to be done exceptionally concisely.
2021-03-29 19:02:23 +01:00

191 lines
9.0 KiB
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# -*- sh -*-
# Build script to build Puzzles.
#
# You can cut out large components of the build by defining a subset
# of these options on the bob command line:
# -DNOSIGN -DNOWINDOWS -DNOMACOS -DNOICONS -DNOJAVA -DNOJS
module puzzles
set Version $(!builddate).$(vcsid)
# Put the version number into the documentation as a versionid.
# use perl to avoid inconsistent behaviour of echo '\v'
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> puzzles.but
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> devel.but
# Write out a version.h that contains the real version number.
in puzzles do echo '/* Generated by automated build script */' > version.h
in puzzles do echo '$#define VER "Version $(Version)"' >> version.h
# And do the same substitution in the OS X metadata. (This is a bit
# icky in principle because it presumes that my version numbers don't
# need XML escaping, but frankly, if they ever do then I should fix
# them!)
in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx/Info.plist
# The very first thing we do is to make the source archive, before we
# fill up the build directory with extra files.
delegate -
# Build Windows Help and text versions of the manual for convenience.
in puzzles do halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but
# Build a text version of the HACKING document.
in puzzles do halibut --text=HACKING devel.but
# Get rid of some cruft that isn't really useful in a source tarball.
in puzzles do rm -f Buildscr CHECKLST.txt .gitignore webpage.pl
in . do ln -s puzzles puzzles-$(Version)
in . do tar -chzf puzzles-$(Version).tar.gz puzzles-$(Version)
return puzzles-$(Version).tar.gz
enddelegate
ifneq "$(NOICONS)" yes then
# Run enough of a native Unix build to produce the icons needed for
# the Windows builds and the website.
in puzzles do cmake -B build-icons .
in puzzles/build-icons do make -j$(nproc) icons VERBOSE=1
endif
ifneq "$(NOMACOS)" yes then
# Build the OS X binaries and .dmg archive.
delegate osx
in puzzles do cmake -B build-osx -DCMAKE_BUILD_TYPE=Release .
in puzzles/build-osx do make -j$(nproc) package VERBOSE=1
return puzzles/build-osx/Puzzles.dmg
enddelegate
endif
ifneq "$(NOWINDOWS)" yes then
# Build the Windows binaries and installer, and the CHM file.
in puzzles do make -f Makefile.doc clean
in puzzles do make -f Makefile.doc -j$(nproc) # build help files for installer
in puzzles do cmake -B build-win64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl64) .
in puzzles do cmake -B build-win32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl32) .
in puzzles/build-win64 do make -j$(nproc) VERBOSE=1
in puzzles/build-win32 do make -j$(nproc) VERBOSE=1
in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"build-win64/gamedesc.txt"}' winwix.mc > puzzles.wxs
# Code-sign the binaries, if the local bob config provides a script
# to do so. We assume here that the script accepts an -i option to
# provide a 'more info' URL, and an optional -n option to provide a
# program name, and that it can take multiple .exe filename
# arguments and sign them all in place.
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ build-win64/*.exe build-win32/*.exe
# Build installers.
in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=build-win64/ && light -ext WixUIExtension -sval puzzles.wixobj
in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=build-win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
in puzzles do chmod +x build-win32/*.exe build-win64/*.exe
endif
# Build the HTML docs.
in puzzles do mkdir doc
in puzzles do mkdir devel
in puzzles/doc do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../puzzles.but
in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../devel.but
ifneq "$(NOWINDOWS)" yes then
# Move the deliver-worthy Windows binaries (those specified in
# gamedesc.txt, which is generated by CMakeLists.txt and helpfully
# excludes the command-line auxiliary utilities such as solosolver,
# and nullgame.exe) into a subdirectory for easy access.
in puzzles do mkdir winbin64 winbin32
in puzzles/build-win64 do mv `cut -f2 -d: gamedesc.txt` ../winbin64
in puzzles/build-win32 do mv `cut -f2 -d: gamedesc.txt` ../winbin32
# Make a zip file of the Windows binaries and help files.
in puzzles do zip -j puzzles.zip winbin64/*.exe puzzles.chm puzzles.hlp puzzles.cnt
in puzzles do zip -j puzzles32.zip winbin32/*.exe puzzles.chm puzzles.hlp puzzles.cnt
endif
# Build the autogenerated pieces of the main web page.
in puzzles do cmake -B build-gamedesc . -DCMAKE_TOOLCHAIN_FILE=../cmake/windows-dummy-toolchain.cmake
in puzzles do perl webpage.pl build-gamedesc/gamedesc.txt
# Group is playable, even if still a bit unpolished and strange, so we
# can at least make the web versions of it (which are unobtrusive if
# you don't deliberately navigate to the web pages).
set web_unfinished_option -DPUZZLES_ENABLE_UNFINISHED=group
ifneq "$(NOJAVA)" yes then
# Build the Java applets.
delegate nestedvm
in puzzles do cmake -B build-nestedvm -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../cmake/nestedvm-toolchain.cmake -DNESTEDVM="$$NESTEDVM" $(web_unfinished_option) .
in puzzles/build-nestedvm do make -j$(nproc) VERBOSE=1
return puzzles/build-nestedvm/*.jar
return puzzles/build-nestedvm/unfinished/group.jar
enddelegate
endif
# Build the Javascript applets. Since my master build machine doesn't
# have the right dependencies installed for Emscripten, I do this by a
# delegation.
ifneq "$(NOJS)" yes then
delegate emscripten
in puzzles do emcmake cmake -B build-emscripten -DCMAKE_BUILD_TYPE=Release $(web_unfinished_option) .
in puzzles/build-emscripten do make -j$(nproc) VERBOSE=1
return puzzles/build-emscripten/*.js
return puzzles/build-emscripten/unfinished/group.js
enddelegate
# Build a set of wrapping HTML pages for easy testing of the
# Javascript puzzles. These aren't quite the same as the versions that
# will go on my live website, because those ones will substitute in a
# different footer, and not have to link to the .js files with the
# ../js/ prefix. But these ones should be good enough to just open
# using a file:// URL in a browser after running a build, and make
# sure the main functionality works.
in puzzles do mkdir jstest
in puzzles/jstest do ../html/jspage.pl --jspath=../js/ /dev/null ../html/*.html
endif
# Set up .htaccess containing a redirect for the archive filename.
in puzzles do echo "AddType application/octet-stream .chm" > .htaccess
in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess
in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess
in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess
in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-$(Version)-installer.msi >> .htaccess
# Phew, we're done. Deliver everything!
ifneq "$(NOICONS)" yes then
deliver puzzles/build-icons/icons/*-web.png $@
endif
ifneq "$(NOWINDOWS)" yes then
deliver puzzles/winbin64/*.exe $@
deliver puzzles/winbin32/*.exe w32/$@
deliver puzzles/puzzles.zip $@
deliver puzzles/puzzles32.zip w32/$@
deliver puzzles/puzzles.msi puzzles-$(Version)-installer.msi
deliver puzzles/puzzles32.msi w32/puzzles-$(Version)-32bit-installer.msi
deliver puzzles/puzzles.chm $@
deliver puzzles/puzzles.hlp $@
deliver puzzles/puzzles.cnt $@
endif
deliver puzzles/.htaccess $@
deliver puzzles/doc/*.html doc/$@
deliver puzzles/devel/*.html devel/$@
ifneq "$(NOMACOS)" yes then
deliver puzzles/build-osx/Puzzles.dmg $@
endif
ifneq "$(NOJAVA)" yes then
deliver puzzles/build-nestedvm/*.jar java/$@
deliver puzzles/build-nestedvm/unfinished/*.jar java/$@
endif
ifneq "$(NOJS)" yes then
deliver puzzles/build-emscripten/*.js js/$@
deliver puzzles/build-emscripten/unfinished/*.js js/$@
deliver puzzles/jstest/*.html jstest/$@
deliver puzzles/html/*.html html/$@
deliver puzzles/html/*.pl html/$@
endif
deliver puzzles/wwwspans.html $@
deliver puzzles/wwwlinks.html $@
# deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment)
# This one isn't in the puzzles subdir, because makedist.sh left it
# one level up.
deliver puzzles*.tar.gz $@