Files
puzzles/Recipe
Simon Tatham cf880225ed I'm sick of repeatedly adding and removing local changes to Recipe
when testing a new game, so here's a new architecture for the Recipe
file. mkfiles.pl now supports several new features:

 - an `!include' directive, which accepts wildcards
 - += to append to an existing object group definition
 - the ability to divert output to an arbitrary file.

So now each puzzle has a `.R' file containing a fragment of Recipe
code describing that puzzle, and the central Recipe does `!include
*.R' to construct the Makefiles. That way, I can keep as many
experimental half-finished puzzles lying around my working directory
as I like, and I won't have to keep reverting Recipe when I check in
any other changes.

As part of this change, list.c is no longer a version-controlled
file; it's now constructed by mkfiles.pl, so that it too can take
advantage of this mechanism.

[originally from svn r6781]
2006-08-05 17:20:29 +00:00

134 lines
4.3 KiB
Makefile

# -*- makefile -*-
#
# This file describes which puzzle binaries are made up from which
# object and resource files. It is processed into the various
# Makefiles by means of a Perl script. Makefile changes should
# really be made by editing this file and/or the Perl script, not
# by editing the actual Makefiles.
!name puzzles
!makefile gtk Makefile
!makefile vc Makefile.vc
!makefile cygwin Makefile.cyg
!makefile osx Makefile.osx
WINDOWS = windows printing
+ user32.lib gdi32.lib comctl32.lib comdlg32.lib winspool.lib
COMMON = midend drawing misc malloc random version
GTK = gtk printing ps
# Objects needed for auxiliary command-line programs.
STANDALONE = nullfe random misc malloc
ALL = list
# First half of list.c.
!begin >list.c
/*
* list.c: List of pointers to puzzle structures, for monolithic
* platforms.
*
* This file is automatically generated by mkfiles.pl. Do not edit
* it directly, or the changes will be lost next time mkfiles.pl runs.
* Instead, edit Recipe and/or its *.R subfiles.
*/
#include "puzzles.h"
#define GAMELIST(A) \
!end
# Now each .R file adds part of the macro definition of GAMELIST to list.c.
!include *.R
# Then we finish up list.c as follows:
!begin >list.c
#define DECL(x) extern const game x;
#define REF(x) &x,
GAMELIST(DECL)
const game *gamelist[] = { GAMELIST(REF) };
const int gamecount = lenof(gamelist);
!end
# Mac OS X unified application containing all the puzzles.
Puzzles : [MX] osx osx.icns osx-info.plist COMMON ALL
# For OS X, we must create the online help and include it in the
# application bundle.) Also we add -DCOMBINED to the compiler flags
# so as to inform the code that we're building a single binary for
# all the puzzles. Then I've also got some code in here to build a
# distributable .dmg disk image.
!begin osx
CFLAGS += -DCOMBINED
Puzzles_extra = Puzzles.app/Contents/Resources/Help/index.html
Puzzles.app/Contents/Resources/Help/index.html: \
Puzzles.app/Contents/Resources/Help osx-help.but puzzles.but
cd Puzzles.app/Contents/Resources/Help; \
halibut --html ../../../../osx-help.but ../../../../puzzles.but
Puzzles.app/Contents/Resources/Help: Puzzles.app/Contents/Resources
mkdir -p Puzzles.app/Contents/Resources/Help
release: Puzzles.dmg
Puzzles.dmg: Puzzles
rm -f raw.dmg
hdiutil create -megabytes 5 -layout NONE raw.dmg
hdid -nomount raw.dmg > devicename
newfs_hfs -v "Simon Tatham's Puzzle Collection" `cat devicename`
hdiutil eject `cat devicename`
hdid raw.dmg | cut -f1 -d' ' > devicename
cp -R Puzzles.app /Volumes/"Simon Tatham's Puzzle Collection"
hdiutil eject `cat devicename`
rm -f Puzzles.dmg
hdiutil convert -format UDCO raw.dmg -o Puzzles.dmg
rm -f raw.dmg devicename
!end
# Version management.
!begin vc
version.obj: *.c *.h
cl $(VER) $(CFLAGS) /c version.c
!end
!specialobj vc version
!begin cygwin
version.o: FORCE;
FORCE:
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) $(VER) -c version.c
!end
!specialobj cygwin version
# For Unix, we also need the gross MD5 hack that causes automatic
# version number selection in release source archives.
!begin gtk
version.o: FORCE;
FORCE:
if test -z "$(VER)" && test -f manifest && md5sum -c manifest; then \
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) `cat version.def` -c version.c; \
elif test -z "$(VER)" && test -d .svn && svnversion . >&/dev/null; then \
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) "-DREVISION=`svnversion .`" -c version.c; \
else \
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) $(VER) -c version.c; \
fi
!end
!specialobj gtk version
# For OS X, this is made more fiddly by the fact that we don't have
# md5sum readily available. We do, however, have `md5 -r' which
# generates _nearly_ the same output, but it has no check function.
!begin osx
version.o: FORCE;
FORCE:
if test -z "$(VER)" && test -f manifest && (md5 -r `awk '{print $$2}' manifest` | diff -w manifest -); then \
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) `cat version.def` -c version.c; \
elif test -z "$(VER)" && test -d .svn && svnversion . >&/dev/null; then \
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) "-DREVISION=`svnversion .`" -c version.c; \
else \
$(CC) $(COMPAT) $(XFLAGS) $(CFLAGS) $(VER) -c version.c; \
fi
!end
!specialobj osx version
# make install for Unix.
!begin gtk
install:
for i in $(GAMES); do \
$(INSTALL_PROGRAM) -m 755 $$i $(DESTDIR)$(gamesdir)/$$i \
|| exit 1; \
done
!end