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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.
* Refactor the new icon installation code.Simon Tatham2023-07-14
| | | | | It's horribly repetitive, and we had a list of all the icons' pixel sizes anyway!
* Install the icons to the right location on LinuxEmmanuel Gil Peyrot2023-07-14
| | | | | | | | | | That way, any application displaying the .desktop with its icon will pick the icon size it deems the best one for the current rendering. See the Icon Theme Specification: https://specifications.freedesktop.org/icon-theme-spec/latest/ar01s07.html Signed-off-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
* Use -Wmissing-prototypes with GCC as wellBen Harris2023-02-18
| | | | | -Wmissing-prototypes was what I wanted all along, but somehow I'd mis-read the documentation and thought it wasn't.
* Fix missing statics and #includes on variables.Simon Tatham2023-02-18
| | | | | | | | | | | | | | | | | | | | | | | After Ben fixed all the unwanted global functions by using gcc's -Wmissing-declarations to spot any that were not predeclared, I remembered that clang has -Wmissing-variable-declarations, which does the same job for global objects. Enabled it in -DSTRICT=ON, and made the code clean under it. Mostly this was just a matter of sticking 'static' on the front of things. One variable was outright removed ('verbose' in signpost.c) because after I made it static clang was then able to spot that it was also unused. The more interesting cases were the ones where declarations had to be _added_ to header files. In particular, in COMBINED builds, puzzles.h now arranges to have predeclared each 'game' structure defined by a puzzle backend. Also there's a new tiny header file gtk.h, containing the declarations of xpm_icons and n_xpm_icons which are exported by each puzzle's autogenerated icon source file and by no-icon.c. Happily even the real XPM icon files were generated by our own Perl script rather than being raw xpm output from ImageMagick, so there was no difficulty adding the corresponding #include in there.
* Add -Wmissing-prototypes to STRICT clang builds.Simon Tatham2023-02-18
| | | | | | | | Ben added -Wmissing-declarations in commit 3a3e491a8bc624e for gcc builds, and observed that clang's option of the same name doesn't do the same job. But clang does _have_ an option to do the same job: it's just spelled differently. Added -Wmissing-prototypes in clang builds, so that those will check the same thing.
* Enable -Wmissing-declarations in STRICT mode on GCCBen Harris2023-02-18
| | | | | | | Clang's -Wmissing-declarations means something quite different, so we only enable it on GCC. This is slightly silly since Clang's -Wmissing-declarations is enabled by default, but it makes it clear that we know they're different.
* unix, gtk: Install and use HTML helpBen Hutchings2022-08-01
| | | | | | - Generate HTML pages from the manual, and install them - Add "Contents" and "Help on <name>" menu items that will open the appropriate page in a web browser
* 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.
* Stop advertising GTK 1 as an option!Simon Tatham2021-04-05
| | | | | | When I wrote yesterday's commit c0c64dc1051bcbd I momentarily forgot which of my projects still support GTK 1 and which don't. Puzzles doesn't.
* Advertise user-configurable cmake-time config options.Simon Tatham2021-04-04
| | | | | | | | | | | | | | | | | | Various cmake variables that I was informally expecting users to set on the cmake command line (e.g. cmake -DSTRICT=ON, or cmake -DPUZZLES_GTK_VERSION=2) are now labelled explicitly with the CACHE tag, and provided with a documentation string indicating what they're for. One effect of this is that GUI-like interfaces to your cmake build directory, such as ccmake or cmake-gui, will show those variables explicitly to give you a hint that you might want to change them. Another is that when you do change them, cmake will recognise that it needs to redo the rest of its configuration. Previously, if you sat in an existing cmake build directory and did 'cmake -DSTRICT=ON .' followed by 'cmake -DSTRICT=OFF .', nothing would happen, even though you obviously meant it to.
* Install desktop files and pixmaps from CMakeDmitry Marakasov2021-04-03
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* Support earlier versions of CMake.Simon Tatham2021-04-03
| | | | | | | | | At least, for the Unix build, so as to support Debian stable and a couple of prior Ubuntu LTSes. Not much needed to change in the cmake scripts; the only noticeable difference was that the 'install' command needs an explicit RUNTIME DESTINATION.
* Don't try to build the icons when cross-compiling.Simon Tatham2021-04-01
| | | | | | The puzzle icons are built by compiling and running a preliminary set of puzzle binaries. We can't do that if the binaries won't run on the build host.
* Unix: allow adding a prefix to all the puzzle names.Simon Tatham2021-03-31
| | | | | | A distro maintainer reminds me that downstreams often want to rename my quite generic executable names to avoid clashes in bin directories. Added a cmake option -DOUTPUT_NAME to make that easy.
* Stop automatically adding warning flags and -Werror.Simon Tatham2021-03-31
| | | | | | | | | | | 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.
* Provide pre-built icons in the source tarball.Simon Tatham2021-03-31
| | | | | | | | | | | | | | | | | This reinstates the feature of the previous build system, that the C icon files for the GTK puzzles were included in the source tarball, so that users building from that instead of from the raw git repo would not need to run the fiddly piece of build that regenerates them. Running that fiddly piece of build is much easier in the CMake world (because it's integrated with the main makefile), but it has a build dependency on ImageMagick which is easily avoided. The makefile will still build the icons if it _can_. But in the case where it can't, it will use pre-built icon source files if they're available, and only fall back to no-icon.c if it can't even do that. (So a user checking out from git and building without ImageMagick present will still be able to build _something_ playable.)
* 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.