aboutsummaryrefslogtreecommitdiff
path: root/emccx.json (follow)
Commit message (Collapse)AuthorAge
* 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.
* Support for loading games in Javascript puzzles.Simon Tatham2017-09-05
| | | | | | | | | | | This is done by showing a dialog containing an <input type="file"> through which the user can 'upload' a save file - though, of course, the 'upload' doesn't go to any HTTP server, but only into the mind of the Javascript running in the same browser. It would be even nicer to support drag-and-drop as an alternative UI for getting the save file into the browser, but that isn't critical to getting the first version of this feature out of the door.
* Support for saving games in Javascript puzzles.Simon Tatham2017-09-05
| | | | | | | | | This is done by getting midend_serialise to produce the complete saved-game file as an in-memory string buffer, and then encoding that into a data: URI which we provide to the user as a hyperlink in a dialog box. The hyperlink has the 'download' attribute, which means clicking on it should automatically offer to save the file, and also lets me specify a not-too-silly default file name.
* Add a draggable resize handle to the JS puzzles.Simon Tatham2013-04-07
| | | | | | | | | | | | | | | | | | | | | | | Rather than design an ersatz 'window frame' surrounding the puzzle canvas, I've simply overlaid the resize handle on the corner of the puzzle itself (canvas or status bar, depending on whether the latter exists), trusting that all games in my collection provide a reasonable border within their drawing area. (OS X already does this with its resize handle, so it's not as if there's no precedent.) Unlike the desktop versions, I control the resize behaviour completely in this environment, so I can constrain the canvas to only ever be sensible sizes with no dead space round the edges (and, in particular, preserve the aspect ratio). Right-clicking the resize handle will restore the puzzle's default tile size. I had intended to implement a maximise-to-browser-window button too, but was annoyingly foiled by scrollbars - if you maximise to the current window width, and as a result the text below the puzzle scrolls off the bottom, then a vertical scrollbar appears and eats into the width you just maximised to. Gah. [originally from svn r9822]
* New front end! To complement the webification of my puzzles via JavaSimon Tatham2013-03-30
applets, here's an alternative webification in Javascript, using Emscripten in asm.js mode (so that as browsers incorporate asm.js optimisation, the game generation should run really fast). [originally from svn r9781]