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* 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.
* Enable high resolution on osxJosh Lee2018-06-01
| | | | | | | | | | | | | | | | | | This consists of setting a flag in the Info.plist. Everything in the game is resolution-independent, of course, and has been thoroughly tested on other platforms. The only issue I found is cosmetic: The rounded window corners become more dramatic and don't look as good against the square status bar. Increasing the resolution also exposes two graphical quirks that I don't think are new. Curved rails in Tracks seem to be made of short segments that don't quite connect, but I don't see this on Android, and on closer inspection this is already present on low resolution in OS X. Lines in Untangle, and also Galaxies, that are at a multiple of 45 degrees seem thinner than other lines, but I also see this on Android — I think it's just more obvious on high resolution, and could be adjusted with antialiasing. Everything else looks as it should, for example when moving a window between low and high dpi displays.
* Typo in the OS X Info plistBo Lindbergh2015-08-25
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* Add OS X metadata to make Puzzles.app searchable in Spotlight.Simon Tatham2015-01-09
| | | | | | | Thanks to Stephen Norman for most of the work, particularly working out what all the metadata had to be in the first place. This patch is mostly his work, and all I've done is fiddle with the plumbing that gets the right version number into the right places.
* First cut at online help under OS X. I just built the HTML versionSimon Tatham2005-01-24
| | | | | | | | | of the manual using Halibut (with one additional magic tag in the <HEAD> section), stuck it in the right part of the application bundle, referenced it in Info.plist, and added a Help menu. Everything else was automatic. Not bad! [originally from svn r5190]
* Added a framework for putting things other than the binary into aSimon Tatham2005-01-23
Mac OS X application bundle, and provided an icon for Puzzles. Also renamed the OS X source file from macosx.m to osx.m, so that it can sit beside other things such as osx-info.plist and not cause enormously long filenames. [originally from svn r5179]