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It's better to be lax for normal users trying to build the puzzles from source to actually run them. That way, warning changes in some particular compiler I haven't seen yet won't break the build. Instead, I've invented a cmake setting -DSTRICT=ON which turns on all those flags. So I can build with them myself, to ensure the code is as portable as possible. And that flag is set in Buildscr, so that my official builds won't complete until that warning mode is satisfied.
198 lines
9.4 KiB
Bash
198 lines
9.4 KiB
Bash
# -*- sh -*-
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# Build script to build Puzzles.
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#
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# You can cut out large components of the build by defining a subset
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# of these options on the bob command line:
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# -DNOSIGN -DNOWINDOWS -DNOMACOS -DNOICONS -DNOJAVA -DNOJS
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module puzzles
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set Version $(!builddate).$(vcsid)
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# Put the version number into the documentation as a versionid.
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# use perl to avoid inconsistent behaviour of echo '\v'
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in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> puzzles.but
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in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> devel.but
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# Write out a version.h that contains the real version number.
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in puzzles do echo '/* Generated by automated build script */' > version.h
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in puzzles do echo '$#define VER "Version $(Version)"' >> version.h
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# And do the same substitution in the OS X metadata. (This is a bit
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# icky in principle because it presumes that my version numbers don't
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# need XML escaping, but frankly, if they ever do then I should fix
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# them!)
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in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx/Info.plist
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ifneq "$(NOICONS)" yes then
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# Run enough of a native Unix build to produce the various icons.
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# This also checks that the build completes in 'strict' mode (with
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# lots of warnings and -Werror), and triggers a build failure if
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# not.
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in . do cmake -B build-icons puzzles -DSTRICT=ON
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in build-icons do make -j$(nproc)
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in build-icons do make -j$(nproc) icons VERBOSE=1
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# Copy the C icon files into the icons source subdirectory, for the
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# distribution tarball.
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in . do cp build-icons/icons/*-icon.c puzzles/icons
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endif
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# The very first thing we do is to make the source archive, before we
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# fill up the build directory with extra files.
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delegate -
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# Build Windows Help and text versions of the manual for convenience.
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in puzzles do halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but
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# Build a text version of the HACKING document.
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in puzzles do halibut --text=HACKING devel.but
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# Get rid of some cruft that isn't really useful in a source tarball.
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in puzzles do rm -f Buildscr CHECKLST.txt .gitignore webpage.pl
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in . do ln -s puzzles puzzles-$(Version)
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in . do tar -chzf puzzles-$(Version).tar.gz puzzles-$(Version)
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return puzzles-$(Version).tar.gz
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enddelegate
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ifneq "$(NOMACOS)" yes then
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# Build the OS X binaries and .dmg archive.
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delegate osx
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in puzzles do cmake -B build-osx -DCMAKE_BUILD_TYPE=Release .
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in puzzles/build-osx do make -j$(nproc) package VERBOSE=1
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return puzzles/build-osx/Puzzles.dmg
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enddelegate
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endif
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ifneq "$(NOWINDOWS)" yes then
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# Build the Windows binaries and installer, and the CHM file.
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in puzzles do make -f Makefile.doc clean
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in puzzles do make -f Makefile.doc -j$(nproc) # build help files for installer
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in . with cmake_at_least_3.20 do cmake -B puzzles/build-win64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl64) -DICO_DIR=$$PWD/build-icons/icons puzzles
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in . with cmake_at_least_3.20 do cmake -B puzzles/build-win32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl32) -DICO_DIR=$$PWD/build-icons/icons puzzles
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in puzzles/build-win64 do make -j$(nproc) VERBOSE=1
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in puzzles/build-win32 do make -j$(nproc) VERBOSE=1
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in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"build-win64/gamedesc.txt"}' winwix.mc > puzzles.wxs
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# Code-sign the binaries, if the local bob config provides a script
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# to do so. We assume here that the script accepts an -i option to
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# provide a 'more info' URL, and an optional -n option to provide a
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# program name, and that it can take multiple .exe filename
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# arguments and sign them all in place.
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ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ build-win64/*.exe build-win32/*.exe
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# Build installers.
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in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=build-win64/ && light -ext WixUIExtension -sval puzzles.wixobj
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in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=build-win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
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ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
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in puzzles do chmod +x build-win32/*.exe build-win64/*.exe
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endif
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# Build the HTML docs.
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in puzzles do mkdir doc
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in puzzles do mkdir devel
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in puzzles/doc do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../puzzles.but
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in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../devel.but
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ifneq "$(NOWINDOWS)" yes then
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# Move the deliver-worthy Windows binaries (those specified in
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# gamedesc.txt, which is generated by CMakeLists.txt and helpfully
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# excludes the command-line auxiliary utilities such as solosolver,
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# and nullgame.exe) into a subdirectory for easy access.
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in puzzles do mkdir winbin64 winbin32
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in puzzles/build-win64 do mv `cut -f2 -d: gamedesc.txt` ../winbin64
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in puzzles/build-win32 do mv `cut -f2 -d: gamedesc.txt` ../winbin32
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# Make a zip file of the Windows binaries and help files.
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in puzzles do zip -j puzzles.zip winbin64/*.exe puzzles.chm puzzles.hlp puzzles.cnt
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in puzzles do zip -j puzzles32.zip winbin32/*.exe puzzles.chm puzzles.hlp puzzles.cnt
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endif
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# Build the autogenerated pieces of the main web page.
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in puzzles do cmake -B build-gamedesc . -DCMAKE_TOOLCHAIN_FILE=../cmake/windows-dummy-toolchain.cmake
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in puzzles do perl webpage.pl build-gamedesc/gamedesc.txt
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# Group is playable, even if still a bit unpolished and strange, so we
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# can at least make the web versions of it (which are unobtrusive if
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# you don't deliberately navigate to the web pages).
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set web_unfinished_option -DPUZZLES_ENABLE_UNFINISHED=group
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ifneq "$(NOJAVA)" yes then
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# Build the Java applets.
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delegate nestedvm
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in puzzles do cmake -B build-nestedvm -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../cmake/nestedvm-toolchain.cmake -DNESTEDVM="$$NESTEDVM" $(web_unfinished_option) .
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in puzzles/build-nestedvm do make -j$(nproc) VERBOSE=1
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return puzzles/build-nestedvm/*.jar
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return puzzles/build-nestedvm/unfinished/group.jar
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enddelegate
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endif
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# Build the Javascript applets. Since my master build machine doesn't
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# have the right dependencies installed for Emscripten, I do this by a
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# delegation.
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ifneq "$(NOJS)" yes then
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delegate emscripten
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in puzzles do emcmake cmake -B build-emscripten -DCMAKE_BUILD_TYPE=Release $(web_unfinished_option) .
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in puzzles/build-emscripten do make -j$(nproc) VERBOSE=1
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return puzzles/build-emscripten/*.js
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return puzzles/build-emscripten/unfinished/group.js
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enddelegate
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# Build a set of wrapping HTML pages for easy testing of the
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# Javascript puzzles. These aren't quite the same as the versions that
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# will go on my live website, because those ones will substitute in a
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# different footer, and not have to link to the .js files with the
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# ../js/ prefix. But these ones should be good enough to just open
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# using a file:// URL in a browser after running a build, and make
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# sure the main functionality works.
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in puzzles do mkdir jstest
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in puzzles/jstest do ../html/jspage.pl --jspath=../js/ /dev/null ../html/*.html
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endif
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# Set up .htaccess containing a redirect for the archive filename.
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in puzzles do echo "AddType application/octet-stream .chm" > .htaccess
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in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess
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in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess
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in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess
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in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-$(Version)-installer.msi >> .htaccess
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# Phew, we're done. Deliver everything!
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ifneq "$(NOICONS)" yes then
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deliver build-icons/icons/*-web.png $@
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endif
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ifneq "$(NOWINDOWS)" yes then
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deliver puzzles/winbin64/*.exe $@
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deliver puzzles/winbin32/*.exe w32/$@
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deliver puzzles/puzzles.zip $@
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deliver puzzles/puzzles32.zip w32/$@
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deliver puzzles/puzzles.msi puzzles-$(Version)-installer.msi
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deliver puzzles/puzzles32.msi w32/puzzles-$(Version)-32bit-installer.msi
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deliver puzzles/puzzles.chm $@
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deliver puzzles/puzzles.hlp $@
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deliver puzzles/puzzles.cnt $@
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endif
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deliver puzzles/.htaccess $@
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deliver puzzles/doc/*.html doc/$@
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deliver puzzles/devel/*.html devel/$@
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ifneq "$(NOMACOS)" yes then
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deliver puzzles/build-osx/Puzzles.dmg $@
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endif
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ifneq "$(NOJAVA)" yes then
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deliver puzzles/build-nestedvm/*.jar java/$@
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deliver puzzles/build-nestedvm/unfinished/*.jar java/$@
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endif
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ifneq "$(NOJS)" yes then
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deliver puzzles/build-emscripten/*.js js/$@
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deliver puzzles/build-emscripten/unfinished/*.js js/$@
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deliver puzzles/jstest/*.html jstest/$@
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deliver puzzles/html/*.html html/$@
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deliver puzzles/html/*.pl html/$@
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endif
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deliver puzzles/wwwspans.html $@
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deliver puzzles/wwwlinks.html $@
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# deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment)
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# This one isn't in the puzzles subdir, because makedist.sh left it
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# one level up.
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deliver puzzles*.tar.gz $@
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