aboutsummaryrefslogtreecommitdiff
path: root/cmake/platforms (follow)
Commit message (Collapse)AuthorAge
* Reset non-WASM Firefox version back to 48.Simon Tatham2024-03-01
| | | | | That's what the comment said I'd left it at, but in some kind of editing goof, I failed to actually do so.
* Emergency fix to Puzzles WASM builds.Simon Tatham2024-03-01
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I updated Emscripten recently, to version 3.1.54. The result was that none of the WASM puzzles run any more, because they produce a stack trace at startup with the error message "to do setValue(i64) use WASM_BIGINT". I don't fully understand this. The stack trace comes via a JS wrapper around a WASM-compiled function called __main_argc_argv, which sounds like something in the Emscripten library startup. Somewhere in there it goes via _js_get_date_64(), which tries to write an i64 into the WASM memory array, which hits this abort in setValue(). Web searching for the error message turned up https://github.com/godotengine/godot/pull/88594 which gave me the clue that '-s WASM_BIGINT' is a command-line setting for the Emscripten linker. And indeed, setting that makes the startup-time error go away and the puzzles run again. But it also causes older versions of all browsers to be unsupported, presumably on the grounds that they don't have whatever WASM bigint feature this flag causes the code to use. I don't really understand what's going on here. I assume _js_get_date_64 is being called to handle a 64-bit time_t. But the Puzzles code doesn't work with time_t at all, so this is entirely in the Emscripten standard library. And if the pre-main() startup code needs a 64-bit integer write, which won't work without this flag, then surely _nothing_ would work without this flag, and surely someone would have noticed that, and made that flag the default? This all seems confusing and I wonder if I've misunderstood something. However, if I don't fix it in _some_ way, the web puzzles will stay out of action for days and I'll get lots of email complaints. So here's something that makes them basically work again, and maybe we can figure out the rest of the story later.
* Emscripten build: stop setting MIN_EDGE_VERSION.Simon Tatham2024-02-29
| | | | | | Emscripten 3.1.51 withdrew support for legacy (pre-Chrome) Edge completely, and this command-line option now provokes an error from the compiler.
* Windows: add a VERSIONINFO resource to the puzzle binaries.Simon Tatham2023-11-19
| | | | | | | | | | | | | | | This includes the textual version number in its existing form (yyyymmdd followed by an abbreviated git hash). The four-part binary version is set to 1 followed by year, month and day; if I ever want to change that, I can increment the initial 1. FileDescription is taken from the existing DESCRIPTION string provided to each puzzle() statement in CMakeLists.txt. This means that puzzles.rc now always defines at least one resource, so we can remove the workaround for MinGW's windres not being able to cope with an empty .rc file, which added a dummy resource in the absence of an icon.
* 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>
* js: Copy-to-clipboard supportBen Harris2023-07-05
| | | | | | | | | | | | | | Now using the browser's "copy" operation while the focus is in the puzzle will copy the puzzle state to the clipboard. Browsers seem to have odd ideas about whate element to target with the "copy" event: Firefox targets the parent of the <canvas> while Chromium targets the <body>. To cope with these and possible future weirdness I attach the event handler to the document and then look to see if it's plausibly related to the canvas. Arguably we might want to handle a wider range of "copy" events, maybe any where the selection isn't empty. I'm not sure, though, so we'll start with the minimal change.
* js: pass preferences file from JS to C on the heap, not the stackBen Harris2023-05-30
| | | | | | | | | | | | | | | | The C stack used by Emscripten is quite small, so passing more than a few klilobytes of data on it tends to cause an overflow. Current versions of puzzles will only generate tiny preferences files, but this might change in future and in any case Puzzles shouldn't crash just because the preferences in local storage have got corrupted. To fix this, we now have JavaScript allocate a suitable amount of C heap memory using malloc() and stick the preferences file in there. This could plausibly fail if the preferences file were really big, but that's unlikely since browsers generally limit an origin to about 5 MB of local storage. In any case, if malloc() does fail, we'll just ignore the preferences file, which is probably the right thing to do.
* Support user preferences in the Emscripten frontend.Simon Tatham2023-04-24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Here, user preferences are stored in localStorage, so that they can persist when you come back to the same puzzle page later. localStorage is global across a whole web server, which means we need to take care to put our uses of it in a namespace reasonably unlikely to collide with unrelated web pages on the same server. Ben suggested that a good way to do this would be to store things in localStorage under keys derived from location.pathname. In this case I've appended a fragment id "#preferences" to that, so that space alongside it remains for storing other things we might want in future (such as serialised saved-game files used as quick-save slots). When loading preferences, I've chosen to pass the whole serialised preferences buffer from Javascript to C as a single C string argument to a callback, rather than reusing the existing system for C to read the save file a chunk at a time. Partly that's because preferences data is bounded in size whereas saved games can keep growing; also it's because the way I'm storing preferences data means it will be a UTF-8 string, and I didn't fancy trying to figure out byte offsets in the data on the JS side. I think at this point I should stop keeping a list in the docs of which frontends support preferences. Most of the in-tree ones do now, and that means the remaining interesting frontends are ones I don't have a full list of. At this moment I guess no out-of-tree frontends support preferences (unless someone is _very_ quick off the mark), but as and when that changes, I won't necessarily know, and don't want to have to keep updating the docs when I find out.
* js: explicitly tell Emscripten which browsers to targetBen Harris2023-04-06
| | | | | | | | | | | | | | | Emscripten has settings indicating which browser versions it should build code for. These are now by default slightly newer than I'd been targeting with my hand-written JavaScript. They also don't include Firefox 48, which KaiOS 2.5 is based on. This commit adds CMake variables to set the minimum versions that we pass to Emscripten. They default to the earliest versions with WebAssembly support, except that Firefox 48 is also supported. I think the main consequence of this change is to stop Emscripten using sign-extension and mutable-globals in WebAssembly, which it's done by default since version 3.1.26.
* js: set -s ENVIRONMENT=web in EmscriptenBen Harris2023-04-06
| | | | | | Puzzles only runs in Web browsers, so there's no need to include support for Node or (for now at least) running in a Web worker. This removes about 5 kiB of code from the boilerplate JavaScript.
* KaiOS: include extra copyright notices in manualBen Harris2023-04-06
| | | | | | | | | | | | | | | | The KaiOS build includes compiled versions of various Emscripten library files. These are generally under the MIT licence like Puzzles itself. The MIT licence requires that the licence, and the copyright notice, be "included in all copies or substantial portions of the Software." Since each KaiOS package includes the full manual, which already contains the licence for Puzzles itself, adding the copyright notices there seems like the best approach. I've done this by providing an additional input file that contains the licences for source files used by a current Emscripten build. More automation might be nice, but the set of copyright notices is unlikely to change very much. There are basically one for Emscripten, one for musl, and a few for odd bits of third-party code embedded in musl.
* js: stop using EXTRA_EXPORTED_RUNTIME_METHODSBen Harris2023-04-03
| | | | | Current Emscripten has deprecated it in favour of EXPORTED_RUNTIME_METHODS, and using that avoids generating warnings.
* 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.
* Install KaiOS app docs even without HalibutBen Harris2023-01-20
| | | | | | | Rather than installing the documentation only when Halibut is available, install the documentation whenever it exists. This allows for the way that Buildscr injects the documentation into official KaiOS builds.
* kaios: Add hooks for the KaiAds APIBen Harris2023-01-19
| | | | | | | | | | | The Kai Store makes display of advertisements provided by the KaiAds API mandatory. I don't want such adverts to be inconvenient for the users, so I've just gone for adding a menu item that will display one. This is probably a little too crude, but it's good for testing things. The actual KaiAds API code is not free software, so it's not included here. My intention is to add it by hand to the Zip files for Kai Store uploads. Without it, the advertising code does nothing.
* js: Simpler and more robust startup procedureBen Harris2023-01-19
| | | | | | | | | | | | | | | Previously, we initialised all of the JavaScript event handlers as soon at the DOM was loaded, and then called main() ourselves once the Emscripten runtime was ready. This was slightly dangerous since it depended on none of those event handlers' being called before main(). In practice this was difficult because most of the elements the event handlers were attached to were invisible, but it did limit what event handlers could safely be used. Now, the event handlers are initialised from main(). This makes things work in a sufficiently conventional way that we can just let the Emscripten run-time call main() in its usual way, rather than involving ourselves in the minutiae of Emscripten's startup.
* kaios: Major parts of a build for KaiOSBen Harris2023-01-19
| | | | | | | | | | | | | | | | | | | | | | | | | | KaiOS (which is based on Firefox OS, formerly Boot to Gecko) runs its "native" apps in a Web browser, so this is essentially a rather specialised version of the JavaScript front-end. Indeed, the JavaScript and C parts are the same as the Web version. There are three major parts that are specific to the KaiOS build. First, there's manifest.pl, which generates a KaiOS-specific JSON manifest describing each puzzle. Second, there's a new HTML page generator, apppage.pl, that generates an HTML page that is much less like a Web page, and much more like an application, than the one generated by jspage.pl. It expects to build a single HTML page at a time and gets all its limited knowledge of the environment from its command line. This makes it gratuitously different from jspage.pl and javapage.pl, but makes it easier to run from the build system. And finally, there's the CMake glue that assembles the necessary parts for each application in a directory. This includes the manifest, the HTML, the JavaScript, the KaiOS-specific icons (generated as part of the GTK build) and a copy of the HTML documentation. The directory is assembled using CMake's install() function, and can be installed on a KaiOS device using the developer tools.
* js: Enable STRICT_JS in EmscriptenBen Harris2022-11-10
| | | | | This turns on "use strict" in JavaScript, which enforces declaring variables among other things, and may allow better optimisations.
* js: Distinguish manual resizes from device pixel ratio changesBen Harris2022-10-27
| | | | | | | | | | This adds a new callback, rescale_puzzle(), that's called when the device pixel ratio changes. This means that resize_puzzle() can safely set the nominal canvas size, which means that manual resizing of the puzzle now sticks. Still missing: paying attention to the device pixel ratio when choosing the initial (or reset) size.
* js: Add a CMake variable to control whether Emscripten emits WASMBen Harris2022-10-27
| | | | | I've finally got bored of keeping (and occasionally losing) a patch that turns it off unconditionally.
* Enable Apple Silicon in the MacOS builds.Simon Tatham2022-09-12
|
* 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
* Try to fix flakiness in the NestedVM build.Simon Tatham2022-01-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I've had a lot of Puzzles nightly builds fail recently in the NestedVM stage, with a 'jar' command producing a message along these lines: java.util.zip.ZipException: attempt to write past end of STORED entry at java.base/java.util.zip.ZipOutputStream.write(ZipOutputStream.java:337) at jdk.jartool/sun.tools.jar.Main.copy(Main.java:1250) at jdk.jartool/sun.tools.jar.Main.copy(Main.java:1263) at jdk.jartool/sun.tools.jar.Main.addFile(Main.java:1211) at jdk.jartool/sun.tools.jar.Main.create(Main.java:879) at jdk.jartool/sun.tools.jar.Main.run(Main.java:319) at jdk.jartool/sun.tools.jar.Main.main(Main.java:1681) Suppressed: java.util.zip.ZipException: invalid entry size (expected 0 but got 786 bytes) at java.base/java.util.zip.ZipOutputStream.closeEntry(ZipOutputStream.java:288) at java.base/java.util.zip.ZipOutputStream.finish(ZipOutputStream.java:361) at java.base/java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:238) at java.base/java.util.zip.ZipOutputStream.close(ZipOutputStream.java:378) at jdk.jartool/sun.tools.jar.Main.create(Main.java:854) ... 2 more It's hard to work out exactly what this error dump means, and web-searching for the error message isn't much help because the same exception can occur in application code using java.util.zip, and most mentions on the web are about that, and not about what I want to know, which is why it might happen in the 'jar' program in particular. However, the clues visible in that message suggest that 'jar' had somehow got confused about the size of one of the files it was adding to the jar archive, in that it initially decided it was 0 bytes long and later found it was longer. That suggests a problem of excessive parallelism between the build steps, perhaps due to a missing dependency in the makefile, which might plausibly cause the 'jar' step to be running already while some file it needs to read is still being written. (Which would also explain why it doesn't happen every time.) An eyeball review of cmake/platforms/nestedvm.cmake didn't find any obvious missing dependencies. But I vaguely remembered that in some other context I'd had trouble with cmake 'add_custom_command'. So in this commit I replace all those custom commands with custom _targets_, listing the previous OUTPUT files as BYPRODUCTS. And then the dependencies are written using the target names, instead of the file names. I don't fully understand why this should make a difference. But it seems more reliable in a soak test, and still builds the right things, so I'll commit it and see if it makes the flakiness in the actual nightly builds stop happening.
* 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.
* nestedvm.cmake: fix accidental use of dynamic scope.Simon Tatham2021-05-25
| | | | | | | | | | | In this platform's set_platform_puzzle_target_properties, I referred to ${EXENAME} twice, which is not one of the function parameters. It worked anyway, because CMake has dynamic scope, and that variable was defined - to the right value - within the local-variable scope of the calling function. But that wasn't at all what I meant to do! Renamed it to ${TARGET}, which is the actual parameter name we get passed.
* wasm/js/emscripten: Fix page loading raceIan Jackson2021-04-22
| | | | | | | | | | | | | | | | Using a stunt webserver which artificially introduces a 3s delay just before the last line of the HTML output, I have reproduced a uwer-reported loading/startup race bug: Previously the wasm loading was started by the <script> element, synchronously. If the wasm loading is fast, and finishes before the HTML loading, the onRuntimeInitialized event may occur before initPuzzles. But initPuzzles sets up the event handler. Fix this bug, and introduce a new comment containing an argument for the correctness of the new approach. Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
* Suppress too-noisy Visual Studio warnings.Simon Tatham2021-04-19
| | | | | With this and the previous commit's fix for real problems, the Puzzles build on VS is now warning-free.
* Set ALLOW_MEMORY_GROWTH in the Emscripten build.Simon Tatham2021-04-16
| | | | | | | | | | | | How embarrassing. When I updated the Emscripten build to use WASM, a major reason I bothered to do it at all was that I'd heard that WASM was capable of reallocating its memory arena larger on the fly. Turns out that it _can_, but only if you specifically set the option in Emscripten to allow it. With this option set, I can finish a 25x25 Galaxies, where previously the game would crash part way through (and not even a very large part) with errors about memory growth in the Javascript console.
* 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
|
* Update web puzzles to current WASM-based Emscripten.Simon Tatham2021-04-03
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I presume this will improve performance. Also, if I've understood correctly, WASM-based compiled web code is capable of automatically growing its memory, which the previous asm.js build of the puzzles could not do, and occasionally caused people to complain that if they tried to play a _really big_ game in their browser, the JS would eventually freeze because the emulated memory ran out. I've been putting off doing this for ages because my previous Emscripten build setup was so finicky that I didn't like to meddle with it. But now that the new cmake system in this source tree makes things generally easier, and particularly since I've just found out that the up-to-date Emscripten is available as a Docker image (namely "emscripten/emsdk"), this seemed like a good moment to give it a try. The source and build changes required for this update weren't too onerous. I was half expecting a huge API upheaval, and indeed there was _some_ change, but very little: - in the JS initPuzzle function, move the call to Module.callMain() into Module.onRuntimeInitialized instead of doing it at the top level, because New Emscripten's .js output likes to load the accompanying .wasm file asynchronously, so you can't call the WASM main() until it actually exists. - in the JS-side library code, replace all uses of Emscripten's Pointer_stringify() function with the new name UTF8ToString(). (The new version also has an ASCIIToString(), so I guess the reason for the name change is that now you get to choose which character set you meant. I need to use UTF-8, so that the × and ÷ signs in Keen will work.) - set EXTRA_EXPORTED_RUNTIME_METHODS=[cwrap,callMain] on the emcc link command line, otherwise they aren't available for my JS setup code to call. - (removed -s ASM_JS=1 from the link options, though I'm not actually sure it made any difference one way or the other in the new WASM world) - be prepared for a set of .wasm files to show up as build products alongside the .js ones. - stop building with -DCMAKE_BUILD_TYPE=Release! I'm not sure why that was needed, but if I leave that flag on my cmake command line, the output .js file fails to embed my emccpre.js, so the initial call to initPuzzle() fails from the HTML wrapper page, meaning nothing at all happens.
* emscripten.cmake: remove a rogue diagnostic.Simon Tatham2021-04-03
| | | | | I somehow left this in while I was trying to get the Emscripten cmake build to work in the first place.
* 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.