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* Windows: leave puzzles.rc out of auxiliary GUI tools.Simon Tatham2023-11-19
| | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Enable Apple Silicon in the MacOS builds.Simon Tatham2022-09-12
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* Permit building GUI helper tools.Simon Tatham2021-05-25
| | | | | | | | | These look like puzzles, in that they link against a frontend and provide the usual 'struct game', but they don't count as a puzzle for purposes of shipping, or even having to have descriptions and icons. There's one of these buried in the code already under an ifdef, which I'll re-enable in the next commit.
* Migrate to a CMake-based build system.Simon Tatham2021-03-29
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.