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Migrate to a CMake-based build system.
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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.
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sgtatham committed Mar 29, 2021
1 parent 72b28b5 commit cc7f550
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1 change: 0 additions & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -93,7 +93,6 @@
/*.dmg
/*.res
/*.inf
/list.c
/gamedesc.txt
/build.log
/build.out
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180 changes: 67 additions & 113 deletions Buildscr
Original file line number Diff line number Diff line change
Expand Up @@ -9,11 +9,7 @@ module puzzles

set Version $(!builddate).$(vcsid)

# Start by substituting the right version number in configure.ac.
in puzzles do perl -i~ -pe 's/6.66/$(Version)/' configure.ac
in puzzles do rm configure.ac~

# And put it into the documentation as a versionid.
# Put the version number into the documentation as a versionid.
# use perl to avoid inconsistent behaviour of echo '\v'
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> puzzles.but
in puzzles do perl -e 'print "\n\\versionid Simon Tatham'\''s Portable Puzzle Collection, version $$ARGV[0]\n"' $(Version) >> devel.but
Expand All @@ -26,107 +22,63 @@ in puzzles do echo '$#define VER "Version $(Version)"' >> version.h
# icky in principle because it presumes that my version numbers don't
# need XML escaping, but frankly, if they ever do then I should fix
# them!)
in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx-info.plist
in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx/Info.plist

# The very first thing we do is to make the source archive, before we
# fill up the build directory with extra files.
delegate -
# Build Windows Help and text versions of the manual for convenience.
in puzzles do halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but
# Build a text version of the HACKING document.
in puzzles do halibut --text=HACKING devel.but
# Get rid of some cruft that isn't really useful in a source tarball.
in puzzles do rm -f Buildscr CHECKLST.txt .gitignore webpage.pl
in . do ln -s puzzles puzzles-$(Version)
in . do tar -chzf puzzles-$(Version).tar.gz puzzles-$(Version)
return puzzles-$(Version).tar.gz
enddelegate

ifneq "$(NOICONS)" yes then
# First build some local binaries, to run the icon build.
in puzzles do perl mkfiles.pl -U CFLAGS='-Wwrite-strings -Werror'
in puzzles do make -j$(nproc)

# Now build the screenshots and icons.
in puzzles/icons do make web winicons gtkicons -j$(nproc)

# Destroy the local binaries and autoconf detritus, mostly to avoid
# wasting network bandwidth by transferring them to the delegate
# servers.
in puzzles do make distclean

# Run enough of a native Unix build to produce the icons needed for
# the Windows builds and the website.
in puzzles do cmake -B build-icons .
in puzzles/build-icons do make -j$(nproc) icons VERBOSE=1
endif

# Re-run mkfiles.pl now that it knows the icons are there. (Or for the
# first time, if we didn't bother building the icons.)
in puzzles do perl mkfiles.pl

# Rebuild the configure script.
in puzzles do ./mkauto.sh

ifneq "$(NOMACOS)" yes then
# Build the OS X .dmg archive.
# Build the OS X binaries and .dmg archive.
delegate osx
in puzzles do make -f Makefile.osx clean
in puzzles do make -f Makefile.osx release VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
return puzzles/Puzzles.dmg
in puzzles do cmake -B build-osx -DCMAKE_BUILD_TYPE=Release .
in puzzles/build-osx do make -j$(nproc) package VERBOSE=1
return puzzles/build-osx/Puzzles.dmg
enddelegate
endif

ifneq "$(NOWINDOWS)" yes then
# Build the Windows binaries and installer, and the CHM file.
in puzzles do make -f Makefile.doc clean
in puzzles do make -f Makefile.doc -j$(nproc) # build help files for installer
in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"gamedesc.txt"}' winwix.mc > puzzles.wxs
in puzzles do perl winiss.pl $(Version) gamedesc.txt > puzzles.iss
ifneq "$(VISUAL_STUDIO)" "yes" then
in puzzles with clangcl64 do mkdir win64 && Platform=x64 make -f Makefile.clangcl BUILDDIR=win64/ VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
in puzzles with clangcl32 do mkdir win32 && Platform=x86 make -f Makefile.clangcl BUILDDIR=win32/ SUBSYSVER=,5.01 VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror' -j$(nproc)
# Code-sign the binaries, if the local bob config provides a script
# to do so. We assume here that the script accepts an -i option to
# provide a 'more info' URL, and an optional -n option to provide a
# program name, and that it can take multiple .exe filename
# arguments and sign them all in place.
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ win64/*.exe win32/*.exe
# Build installers.
in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=win64/ && light -ext WixUIExtension -sval puzzles.wixobj
in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi
else
delegate windows
in puzzles with visualstudio do/win nmake -f Makefile.vc clean
in puzzles with visualstudio do/win nmake -f Makefile.vc VER=-DVER=$(Version)
ifneq "$(winsigncode)" "" in puzzles do $(winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ win64/*.exe
# Build installers.
in puzzles with wix do/win candle puzzles.wxs -dWin64=yes -dBindir=win64/ && light -ext WixUIExtension -sval puzzles.wixobj
in puzzles with innosetup do/win iscc puzzles.iss
return puzzles/win64/*.exe
return puzzles/puzzles.msi
enddelegate
endif
in puzzles do chmod +x win32/*.exe win64/*.exe
endif

# Build the Pocket PC binaries and CAB.
#
# NOTE: This part of the build script requires the Windows delegate
# server to have the cabwiz program on its PATH. This will
# typically be at
#
# C:\Program Files\Windows CE Tools\WCE420\POCKET PC 2003\Tools
#
# but it might not be if you've installed it somewhere else, or
# have a different version.
#
# NOTE ALSO: This part of the build is commented out, for the
# moment, because cabwiz does unhelpful things when run from within
# a bob delegate process (or, more generally, when run from any
# terminal-based remote login to a Windows machine, including
# Cygwin opensshd and Windows Telnet). The symptom is that cabwiz
# just beeps and sits there. Until I figure out how to build the
# .cab from an automated process (and I'm willing to consider silly
# approaches such as a third-party CAB generator), I don't think I
# can sensibly enable this build.

#in puzzles do perl wceinf.pl gamedesc.txt > puzzles.inf
#delegate windows
# in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce clean'
# in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce VER=-DVER=$(Version)'
# # Nasty piece of sh here which saves the return code from cabwiz,
# # outputs its errors and/or warnings, and then propagates the
# # return code back to bob. If only cabwiz could output to
# # standard error LIKE EVERY OTHER COMMAND-LINE UTILITY IN THE
# # WORLD, I wouldn't have to do this.
# in puzzles do cat puzzles.inf
# in puzzles do cmd /c 'wcearmv4 & bash -c cabwiz puzzles.inf /err cabwiz.err /cpu ARMV4'; a=$$?; cat cabwiz.err; exit $$a
# return puzzles/puzzles.armv4.cab
#enddelegate
in puzzles do cmake -B build-win64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl64) .
in puzzles do cmake -B build-win32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl32) .
in puzzles/build-win64 do make -j$(nproc) VERBOSE=1
in puzzles/build-win32 do make -j$(nproc) VERBOSE=1

in puzzles do mason.pl --args '{"version":"$(Version)","descfile":"build-win64/gamedesc.txt"}' winwix.mc > puzzles.wxs

# Code-sign the binaries, if the local bob config provides a script
# to do so. We assume here that the script accepts an -i option to
# provide a 'more info' URL, and an optional -n option to provide a
# program name, and that it can take multiple .exe filename
# arguments and sign them all in place.
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ build-win64/*.exe build-win32/*.exe
# Build installers.
in puzzles with wixonlinux do candle -arch x64 puzzles.wxs -dWin64=yes -dBindir=build-win64/ && light -ext WixUIExtension -sval puzzles.wixobj
in puzzles with wixonlinux do candle -arch x86 puzzles.wxs -dWin64=no -dBindir=build-win32/ && light -ext WixUIExtension -sval puzzles.wixobj -o puzzles32.msi
ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi

in puzzles do chmod +x build-win32/*.exe build-win64/*.exe
endif

# Build the HTML docs.
in puzzles do mkdir doc
Expand All @@ -136,46 +88,46 @@ in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-in

ifneq "$(NOWINDOWS)" yes then
# Move the deliver-worthy Windows binaries (those specified in
# gamedesc.txt, which is generated by mkfiles.pl and helpfully
# gamedesc.txt, which is generated by CMakeLists.txt and helpfully
# excludes the command-line auxiliary utilities such as solosolver,
# and nullgame.exe) into a subdirectory for easy access.
in puzzles do mkdir winbin64 winbin32
in puzzles/win64 do mv `cut -f2 -d: ../gamedesc.txt` ../winbin64
in puzzles/win32 do mv `cut -f2 -d: ../gamedesc.txt` ../winbin32
in puzzles/build-win64 do mv `cut -f2 -d: gamedesc.txt` ../winbin64
in puzzles/build-win32 do mv `cut -f2 -d: gamedesc.txt` ../winbin32

# Make a zip file of the Windows binaries and help files.
in puzzles do zip -j puzzles.zip winbin64/*.exe puzzles.chm puzzles.hlp puzzles.cnt
in puzzles do zip -j puzzles32.zip winbin32/*.exe puzzles.chm puzzles.hlp puzzles.cnt
endif

# Create the source archive. (That writes the archive into the
# _parent_ directory, so be careful when we deliver it.)
in puzzles do ./makedist.sh $(Version)

# Build the autogenerated pieces of the main web page.
in puzzles do perl webpage.pl
in puzzles do cmake -B build-gamedesc . -DCMAKE_TOOLCHAIN_FILE=../cmake/windows-dummy-toolchain.cmake
in puzzles do perl webpage.pl build-gamedesc/gamedesc.txt

ifneq "$(JAVA_UNFINISHED)" "" in puzzles do perl -i~ -pe 'print "!srcdir unfinished/\n" if /!srcdir icons/' Recipe
ifneq "$(JAVA_UNFINISHED)" "" in puzzles do ln -s unfinished/group.R .
ifneq "$(JAVA_UNFINISHED)" "" in puzzles do perl mkfiles.pl
# Group is playable, even if still a bit unpolished and strange, so we
# can at least make the web versions of it (which are unobtrusive if
# you don't deliberately navigate to the web pages).
set web_unfinished_option -DPUZZLES_ENABLE_UNFINISHED=group

ifneq "$(NOJAVA)" yes then
# Build the Java applets.
delegate nestedvm
in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version) XFLAGS="-Wwrite-strings -Werror" -j$(nproc)
return puzzles/*.jar
in puzzles do cmake -B build-nestedvm -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../cmake/nestedvm-toolchain.cmake -DNESTEDVM="$$NESTEDVM" $(web_unfinished_option) .
in puzzles/build-nestedvm do make -j$(nproc) VERBOSE=1
return puzzles/build-nestedvm/*.jar
return puzzles/build-nestedvm/unfinished/group.jar
enddelegate
endif

# Build the Javascript applets. Since my master build machine doesn't
# have the right dependencies installed for Emscripten, I do this by a
# delegation.
ifneq "$(NOJS)" yes then
in puzzles do mkdir js # so we can tell output .js files from emcc*.js
delegate emscripten
in puzzles do make -f Makefile.emcc OUTPREFIX=js/ clean
in puzzles do make -f Makefile.emcc OUTPREFIX=js/ XFLAGS="-Wwrite-strings -Werror" -j$(nproc)
return puzzles/js/*.js
in puzzles do emcmake cmake -B build-emscripten -DCMAKE_BUILD_TYPE=Release $(web_unfinished_option) .
in puzzles/build-emscripten do make -j$(nproc) VERBOSE=1
return puzzles/build-emscripten/*.js
return puzzles/build-emscripten/unfinished/group.js
enddelegate

# Build a set of wrapping HTML pages for easy testing of the
Expand All @@ -198,7 +150,7 @@ in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-

# Phew, we're done. Deliver everything!
ifneq "$(NOICONS)" yes then
deliver puzzles/icons/*-web.png $@
deliver puzzles/build-icons/icons/*-web.png $@
endif
ifneq "$(NOWINDOWS)" yes then
deliver puzzles/winbin64/*.exe $@
Expand All @@ -215,13 +167,15 @@ deliver puzzles/.htaccess $@
deliver puzzles/doc/*.html doc/$@
deliver puzzles/devel/*.html devel/$@
ifneq "$(NOMACOS)" yes then
deliver puzzles/Puzzles.dmg $@
deliver puzzles/build-osx/Puzzles.dmg $@
endif
ifneq "$(NOJAVA)" yes then
deliver puzzles/*.jar java/$@
deliver puzzles/build-nestedvm/*.jar java/$@
deliver puzzles/build-nestedvm/unfinished/*.jar java/$@
endif
ifneq "$(NOJS)" yes then
deliver puzzles/js/*.js js/$@
deliver puzzles/build-emscripten/*.js js/$@
deliver puzzles/build-emscripten/unfinished/*.js js/$@
deliver puzzles/jstest/*.html jstest/$@
deliver puzzles/html/*.html html/$@
deliver puzzles/html/*.pl html/$@
Expand Down
30 changes: 7 additions & 23 deletions CHECKLST.txt
Original file line number Diff line number Diff line change
Expand Up @@ -6,20 +6,9 @@ Things to remember when adding a new puzzle

Write the source file for the new puzzle (duhh).

Create a .R file for it which:
- defines a <puzzle>_EXTRA symbol for it if it requires auxiliary
object files (make sure that symbol doesn't contain the icon)
- adds it to the `ALL' definition, to ensure it is compiled into
the OS X binary
- adds it as a GTK build target, with the optional GTK icon
- adds it as a Windows build target, with the optional resource
file
- adds auxiliary solver binaries if any
- adds it to $(GAMES) in both the automake and GTK makefiles, for
`make install'
- adds it to list.c for the OS X binary
- adds it to gamedesc.txt, with its Windows executable name, display
name, and slightly longer description.
Write a puzzle() statement in CMakeLists.txt containing all the
necessary metadata. Optionally also a solver() statement, and any
cliprogram() statements for extra auxiliary tools.

If the puzzle is by a new author, modify the copyright notice in
LICENCE and in puzzles.but. (Also in index.html, but that's listed
Expand Down Expand Up @@ -47,15 +36,10 @@ html/<puzzlename>.html .

Make a screenshot:
- create an appropriate save file in `icons'
- add the puzzle name to icons/Makefile
- set up a REDO property in icons/Makefile if the screenshot wants
to display a move halfway through an animation
- set up a CROP property in icons/Makefile if the icon wants to be
a sub-rectangle of the whole screenshot

Don't forget to `git add' the new source file, the new .R file and the
save file in `icons', the new .html file, and any other new files that
might have been involved.
- define <puzzlename>_redo in icons/icons.cmake if the screenshot
wants to display a move halfway through an animation
- define <puzzlename>_crop in icons/icons.cmake if the icon wants to
be a sub-rectangle of the whole screenshot

Check in!

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