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I had this idea today and immediately wondered why I'd never had it before! To generate the puzzle screenshots used on the website and as program icons, we run the GTK front end with the --screenshot option, which sets up GTK, insists on connecting to an X server (or other display), draws the state of a puzzle on a Cairo surface, writes that surface out to a .png file, and exits. But there's no reason we actually need the GTK setup during that process, especially because the surface we do the drawing on is our _own_ surface, not even one provided to us by GTK. We could just set up a Cairo surface by itself, draw on it, and save it to a file. Calling gtk_init is not only pointless, but actively inconvenient, because it means the build script depends on having an X server available for the sole purpose of making gtk_init not complain. So now I've simplified things, by adding a 'headless' flag in new_window and the frontend structure, which suppresses all uses of actual GTK, leaving only the Cairo surface setup and enough supporting stuff (like colours) to generate the puzzle image. One awkward build dependency removed. This means that --screenshot no longer works in GTK 2, which I don't care about, because it only needs to run on _one_ platform.
This is the README accompanying the source code to Simon Tatham's puzzle collection. The collection's web site is at <https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>. If you've obtained the source code by downloading a .tar.gz archive from the Puzzles web site, you should find several Makefiles in the source code. However, if you've checked the source code out from the Puzzles git repository, you won't find the Makefiles: they're automatically generated by `mkfiles.pl', so run that to create them. The Makefiles include: - `Makefile.am', together with the static `configure.ac', is intended as input to automake. Run `mkauto.sh' to turn these into a configure script and Makefile.in, after which you can then run `./configure' to create an actual Unix Makefile. - `Makefile.vc' should work under MS Visual C++ on Windows. Run 'nmake /f Makefile.vc' in a Visual Studio command prompt. - `Makefile.cyg' should work under Cygwin / MinGW. With appropriate tweaks and setting of TOOLPATH, it should work for both compiling on Windows and cross-compiling on Unix. - `Makefile.osx' should work under Mac OS X, provided the Xcode tools are installed. It builds a single monolithic OS X application capable of running any of the puzzles, or even more than one of them at a time. - `Makefile.wce' should work under MS eMbedded Visual C++ on Windows and the Pocket PC SDK; it builds Pocket PC binaries. Many of these Makefiles build a program called `nullgame' in addition to the actual game binaries. This program doesn't do anything; it's just a template for people to start from when adding a new game to the collection, and it's compiled every time to ensure that it _does_ compile and link successfully (because otherwise it wouldn't be much use as a template). Once it's built, you can run it if you really want to (but it's very boring), and then you should ignore it. DO NOT EDIT THE MAKEFILES DIRECTLY, if you plan to send any changes back to the maintainer. The makefiles are generated automatically by the Perl script `mkfiles.pl' from the file `Recipe' and the various .R files. If you need to change the makefiles as part of a patch, you should change Recipe, *.R, and/or mkfiles.pl. The manual is provided in Windows Help format for the Windows build; in text format for anyone who needs it; and in HTML for the Mac OS X application and for the web site. It is generated from a Halibut source file (puzzles.but), which is the preferred form for modification. To generate the manual in other formats, rebuild it, or learn about Halibut, visit the Halibut website at <https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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