ref: 8871dfafcd58c3952762d5f0de3a6222e638fba2
parent: 2c8cf7b0808ec297335d7645ccee724d3363a0a8
author: Iliyas Jorio <iliyas@jor.io>
date: Sun Jan 8 12:54:32 EST 2023
Simplify CMakeLists.txt - Static build of SDL by default
--- a/.github/workflows/CompileCheck.yml
+++ /dev/null
@@ -1,32 +1,0 @@
-name: Full Compile Check
-
-on: [workflow_dispatch, push]
-
-jobs:
- full-compile-check:
- name: ${{ matrix.platform.name }}
- runs-on: ${{ matrix.platform.os }}
-
- strategy:
- fail-fast: false
- matrix:
- platform:
- - { name: Linux/GCC (ancient), os: ubuntu-18.04, extraflags: "--system-sdl" }
- - { name: Linux/GCC, os: ubuntu-latest, extraflags: "--system-sdl" }
- - { name: Linux/Clang, os: ubuntu-latest, extraflags: "--system-sdl" }
- - { name: Windows/VS2022, os: windows-2022, extraflags: "-G 'Visual Studio 17 2022'" }
- - { name: Windows/VS2019, os: windows-2019, extraflags: "-G 'Visual Studio 16 2019'" }
- - { name: Mac, os: macos-11 }
-
- steps:
- - name: Install Linux build dependencies
- if: runner.os == 'Linux'
- run: |
- sudo apt update
- sudo apt install libsdl2-dev
-
- - uses: actions/checkout@v2
- with:
- submodules: 'recursive'
-
- - run: python3 build.py --dependencies --configure --build ${{ matrix.platform.extraflags }}
--- a/.github/workflows/ReleaseBuilds.yml
+++ /dev/null
@@ -1,80 +1,0 @@
-name: Make Release Builds
-
-on: [workflow_dispatch]
-
-jobs:
- build-linux-appimage:
- runs-on: ubuntu-18.04
- steps:
- - uses: actions/checkout@v2 # Checks out repository under $GITHUB_WORKSPACE so the job can access it
- with:
- submodules: 'recursive'
- - name: Get artifact name
- run: |
- echo "GAME_ARTIFACT=$(python3 build.py --print-artifact-name)" >> $GITHUB_ENV
- echo $GAME_ARTIFACT
- - name: Get build dependencies for SDL from APT # cf. https://github.com/libsdl-org/SDL/blob/main/docs/README-linux.md
- run: |
- sudo apt update
- sudo apt install libasound2-dev libpulse-dev libaudio-dev libjack-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev libxkbcommon-dev libdrm-dev libgbm-dev
- - run: python3 build.py --dependencies
- - run: python3 build.py --configure
- - run: python3 build.py --build
- - run: python3 build.py --package
- - uses: actions/upload-artifact@v2
- with:
- name: ${{ env.GAME_ARTIFACT }}
- path: dist/${{ env.GAME_ARTIFACT }}
-
- build-windows:
- runs-on: windows-2022
- steps:
- - uses: actions/checkout@v2
- with:
- submodules: 'recursive'
- - name: Get artifact name
- run: |
- echo ("GAME_ARTIFACT=" + (python3 build.py --print-artifact-name)) >> $env:GITHUB_ENV
- echo $env:GAME_ARTIFACT
- - run: python3 build.py --dependencies
- - run: python3 build.py --configure -G 'Visual Studio 17 2022'
- - run: python3 build.py --build
- - run: python3 build.py --package
- - uses: actions/upload-artifact@v2
- with:
- name: ${{ env.GAME_ARTIFACT }}
- path: dist/${{ env.GAME_ARTIFACT }}
-
- build-macos:
- runs-on: macos-11
- env:
- CODE_SIGN_IDENTITY: ${{ secrets.APPLE_CODE_SIGN_IDENTITY }}
- steps:
- - uses: apple-actions/import-codesign-certs@v1
- with:
- p12-file-base64: ${{ secrets.APPLE_DEVELOPER_CERTIFICATE_P12_BASE64 }}
- p12-password: ${{ secrets.APPLE_DEVELOPER_CERTIFICATE_PASSWORD }}
- - name: Install gon for notarization
- run: |
- brew tap mitchellh/gon
- brew install mitchellh/gon/gon
- - uses: actions/checkout@v2
- with:
- submodules: 'recursive'
- - name: Get artifact name
- run: |
- echo "GAME_ARTIFACT=$(python3 build.py --print-artifact-name)" >> $GITHUB_ENV
- echo $GAME_ARTIFACT
- - run: python3 build.py --dependencies
- - run: python3 build.py --configure
- - run: python3 build.py --build
- - run: python3 build.py --package
- - name: Notarize
- run: gon packaging/gon-config.json
- env:
- AC_USERNAME: ${{ secrets.APPLE_NOTARIZATION_USERNAME }}
- AC_PASSWORD: ${{ secrets.APPLE_NOTARIZATION_PASSWORD }}
- - uses: actions/upload-artifact@v2
- with:
- name: ${{ env.GAME_ARTIFACT }}
- path: dist/${{ env.GAME_ARTIFACT }}
--- /dev/null
+++ b/.github/workflows/release-aarch64.yml
@@ -1,0 +1,84 @@
+name: Make Release Builds (linux/aarch64)
+
+on: [workflow_dispatch]
+
+jobs:
+ build-linux-appimage-aarch64:
+ runs-on: ubuntu-20.04
+ timeout-minutes: 100 # this job may take up to an hour
+
+ steps:
+ - uses: actions/checkout@v3
+ with:
+ submodules: 'recursive'
+
+ # Create shared directory ON HOST. (If it's done within qemu, it'll be created with root permissions)
+ - name: Create artifacts directory shared with docker
+ run: |
+ mkdir -p "artifacts"
+
+ # QEMU can't run appimagetool-aarch64, so we have to build the AppImage on x86_64
+ - name: Download appimagetool
+ run : |
+ pushd artifacts
+ wget -q https://github.com/AppImage/AppImageKit/releases/download/13/appimagetool-x86_64.AppImage
+ wget -q https://github.com/AppImage/AppImageKit/releases/download/13/runtime-aarch64
+ chmod +x appimagetool-x86_64.AppImage
+ chmod +x runtime-aarch64
+ popd
+
+ - uses: uraimo/run-on-arch-action@v2
+ name: Build game via QEMU
+ id: buildgame
+ with:
+ arch: aarch64
+
+ # Distro must be kept in sync with `runs-on` above.
+ # See: https://github.com/uraimo/run-on-arch-action#supported-platforms
+ distro: ubuntu20.04
+
+ # (Optional) Speeds up builds by storing container images in a GitHub package registry.
+ githubToken: ${{ github.token }}
+
+ # Mount the artifacts directory as /artifacts in the container
+ dockerRunArgs: |
+ --volume "${PWD}/artifacts:/artifacts"
+
+ # Install build tools for the game and SDL build dependencies.
+ # See: https://github.com/libsdl-org/SDL/blob/main/docs/README-linux.md (last updated for SDL 2.26.0)
+ install: |
+ apt update -y
+ apt install -y build-essential cmake
+ #apt install -y libsdl2-dev #----- for quick testing
+ apt install -y libasound2-dev libpulse-dev \
+ libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \
+ libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
+ libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
+ libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
+
+ # Build the aarch64 version under dist/, then tar it up and move it to /artifacts.
+ # (We're not building directly in /artifacts as this would cause permission issues when moving back to the x86_64 host)
+ run: |
+ cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
+ cmake --build build
+ bash packaging/prepare_appimage_appdir.sh build/CandyCrisis
+ cd build
+ tar cvf /artifacts/aarch64-dist.tar ./*.AppDir
+
+ # QEMU can't run appimagetool-aarch64, so we have to build the AppImage on x86_64
+ - name: Create AppImage on x86_64 host
+ run: |
+ cd artifacts
+ tar xvf aarch64-dist.tar
+
+ APPIMAGE_INPUT=$(ls -d --indicator-style=none *.AppDir)
+ APPIMAGE_OUTPUT=${APPIMAGE_INPUT%.AppDir}.AppImage
+ echo "APPIMAGE_OUTPUT=$APPIMAGE_OUTPUT" >> $GITHUB_ENV
+
+ ./appimagetool-x86_64.AppImage -v --runtime-file runtime-aarch64 --no-appstream $APPIMAGE_INPUT $APPIMAGE_OUTPUT
+
+ - name: Upload
+ uses: actions/upload-artifact@v3
+ with:
+ name: ${{ env.APPIMAGE_OUTPUT }}
+ path: artifacts/${{ env.APPIMAGE_OUTPUT }}
--- /dev/null
+++ b/.github/workflows/release.yml
@@ -1,0 +1,127 @@
+name: Make Release Builds
+
+on: [workflow_dispatch]
+
+jobs:
+ build-linux-appimage:
+ runs-on: ubuntu-20.04 # Use oldest distro still supported by GitHub to cover the oldest possible glibc
+ timeout-minutes: 20
+
+ steps:
+ - name: Checkout
+ uses: actions/checkout@v3 # Checks out repository under $GITHUB_WORKSPACE so the job can access it
+ with:
+ submodules: 'recursive'
+
+ - name: Get CPU count
+ run: |
+ NPROC=$(python3 -c 'import multiprocessing; print(multiprocessing.cpu_count())')
+ echo "NPROC=$NPROC" >> $GITHUB_ENV
+ echo CPU count = $NPROC
+
+ - name: Get build dependencies for SDL from APT # cf. https://github.com/libsdl-org/SDL/blob/main/docs/README-linux.md
+ run: |
+ sudo apt update
+ sudo apt install -y libasound2-dev libpulse-dev \
+ libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \
+ libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
+ libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
+ libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
+
+ - name: Configure
+ run: cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
+
+ - name: Build
+ run: cmake --build build -- -j ${{ env.NPROC }}
+
+ - name: Prepare AppDir
+ run: bash packaging/prepare_appimage_appdir.sh build/CandyCrisis
+
+ - name: Make AppImage
+ run: |
+ wget https://github.com/AppImage/AppImageKit/releases/download/13/appimagetool-x86_64.AppImage
+ chmod +x appimagetool-x86_64.AppImage
+ ./appimagetool-x86_64.AppImage --no-appstream build/CandyCrisis.AppDir build/CandyCrisis.AppImage
+
+ - name: Upload
+ uses: actions/upload-artifact@v3
+ with:
+ name: linux-build
+ path: build/CandyCrisis.AppImage
+
+ build-windows:
+ runs-on: windows-2022
+ timeout-minutes: 20
+
+ steps:
+ - name: Checkout
+ uses: actions/checkout@v3
+ with:
+ submodules: 'recursive'
+
+ - name: Configure
+ run: cmake -S . -B build -G 'Visual Studio 17 2022'
+
+ - name: Build
+ run: cmake --build build --config Release -- -m
+
+ - name: Copy vcredist
+ run: |
+ cmake --install build --prefix build/install
+ copy build/install/bin/msvcp140.dll build/Release
+ copy build/install/bin/vcruntime140.dll build/Release
+ copy build/install/bin/vcruntime140_1.dll build/Release
+
+ - name: Upload
+ uses: actions/upload-artifact@v3
+ with:
+ name: windows-build
+ path: build/Release
+
+ build-macos:
+ runs-on: macos-11
+ timeout-minutes: 20
+
+ steps:
+ - name: Import codesigning certs
+ uses: apple-actions/import-codesign-certs@v1
+ with:
+ p12-file-base64: ${{ secrets.APPLE_DEVELOPER_CERTIFICATE_P12_BASE64 }}
+ p12-password: ${{ secrets.APPLE_DEVELOPER_CERTIFICATE_PASSWORD }}
+
+ - name: Get CPU count
+ run: |
+ NPROC=$(python3 -c 'import multiprocessing; print(multiprocessing.cpu_count())')
+ echo "NPROC=$NPROC" >> $GITHUB_ENV
+ echo CPU count = $NPROC
+
+ - name: Checkout
+ uses: actions/checkout@v3
+ with:
+ submodules: 'recursive'
+
+ - name: Configure
+ run: cmake -S . -B build -G Xcode
+
+ - name: Build
+ run: cmake --build build --config RelWithDebInfo -- -j ${{ env.NPROC }}
+
+ - name: Codesign
+ run: codesign --force --sign ${{ secrets.APPLE_DEVELOPMENT_TEAM }} --options runtime build/RelWithDebInfo/CandyCrisis.app
+
+ - name: Create dmg
+ run: hdiutil create -fs HFS+ -srcfolder build/RelWithDebInfo -volname "Candy Crisis" build/game.dmg
+
+ - name: Notarize
+ run: |
+ xcrun notarytool store-credentials MyNotarizationProfileName --apple-id ${{ secrets.APPLE_NOTARIZATION_USERNAME }} --password ${{ secrets.APPLE_NOTARIZATION_PASSWORD }} --team-id ${{ secrets.APPLE_DEVELOPMENT_TEAM }}
+ xcrun notarytool submit build/game.dmg --keychain-profile MyNotarizationProfileName --wait
+
+ - name: Staple
+ run: xcrun stapler staple build/game.dmg
+
+ - name: Upload
+ uses: actions/upload-artifact@v3
+ with:
+ name: mac-build
+ path: build/game.dmg
--- a/.gitignore
+++ b/.gitignore
@@ -1,5 +1,7 @@
-build-*/
-cache/
-cmake-build-*/
-dist/
-extern/
+/build*
+/cache
+/cmake-build*
+/dist
+/extern
+
+.DS_Store
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,148 +1,81 @@
-cmake_minimum_required(VERSION 3.13)
+cmake_minimum_required(VERSION 3.16)
-set(GAME_TARGET "CandyCrisis")
-set(GAME_VERSION "3.0.0")
-set(GAME_MAC_ICNS "packaging/${GAME_TARGET}.icns")
-set(GAME_MAC_COPYRIGHT "https://github.com/jorio/candycrisis")
-set(GAME_MAC_BUNDLE_ID "io.jor.candycrisis")
+set(GAME_TARGET "CandyCrisis")
+set(GAME_MAC_BUNDLE_ID "io.jor.candycrisis")
-set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
-set(CMAKE_C_STANDARD 17)
-set(CMAKE_CXX_STANDARD 17)
-
-set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "Minimum OS X deployment version")
+set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "Minimum macOS deployment version")
set(CMAKE_OSX_ARCHITECTURES "arm64;x86_64" CACHE STRING "Target macOS architectures")
-project(${GAME_TARGET}
- VERSION ${GAME_VERSION}
- LANGUAGES C CXX
-)
+set(CMAKE_CXX_STANDARD 20)
+if (${CMAKE_VERSION} VERSION_LESS "3.21")
+ set(CMAKE_C_STANDARD 11)
+else()
+ set(CMAKE_C_STANDARD 17)
+endif()
-#------------------------------------------------------------------------------
-# GLOBAL OPTIONS (BEFORE ADDING SUBDIRECTORIES)
-#------------------------------------------------------------------------------
+project(
+ ${GAME_TARGET} LANGUAGES C CXX
+ VERSION 3.0.0
+ )
-if(MSVC)
- add_compile_definitions(UNICODE _UNICODE)
- set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${GAME_TARGET})
-endif()
-#------------------------------------------------------------------------------
-# DEPENDENCIES
-#------------------------------------------------------------------------------
+# Create an option to switch between a system sdl library and a vendored sdl library
+option(SYSTEM_SDL "Use system SDL" OFF)
-find_package(SDL2 REQUIRED COMPONENTS main)
+# Set Visual Studio startup project
+set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${GAME_TARGET})
+set(GAME_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/src)
+
#------------------------------------------------------------------------------
-# GAME SOURCES
+# FIND SDL
#------------------------------------------------------------------------------
-set(GAME_SRCDIR ${CMAKE_CURRENT_SOURCE_DIR}/src)
+if(SYSTEM_SDL)
+ # 1. Look for an SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found
+ find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
+
+ # 1. Look for an SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
+ find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
+else()
+ add_subdirectory(SDL EXCLUDE_FROM_ALL)
+endif()
-# Write header file containing version info
-configure_file(${CMAKE_CURRENT_SOURCE_DIR}/cmake/version.h.in ${GAME_SRCDIR}/version.h)
-
-file(GLOB_RECURSE GAME_SOURCES CONFIGURE_DEPENDS ${GAME_SRCDIR}/*.c ${GAME_SRCDIR}/*.cpp)
-
-file(GLOB_RECURSE GAME_HEADERS CONFIGURE_DEPENDS ${GAME_SRCDIR}/*.h)
-
-set(GAME_ALL_SOURCES
- ${GAME_SOURCES}
- ${GAME_HEADERS}
-)
-
#------------------------------------------------------------------------------
-# SOURCE GROUPS
+# GENERATED FILES
#------------------------------------------------------------------------------
-source_group(TREE ${GAME_SRCDIR} PREFIX "" FILES ${GAME_ALL_SOURCES})
+# Write header file containing version info
+configure_file(${GAME_SOURCE_DIR}/version.h.in ${GAME_SOURCE_DIR}/version.h)
#------------------------------------------------------------------------------
# EXECUTABLE TARGET
#------------------------------------------------------------------------------
-set(GAME_LIBRARIES ${SDL2_LIBRARIES})
+file(GLOB_RECURSE GAME_SOURCES CONFIGURE_DEPENDS ${GAME_SOURCE_DIR}/*.cpp ${GAME_SOURCE_DIR}/*.c ${GAME_SOURCE_DIR}/*.h)
+
if(WIN32)
- # "WIN32" here is equivalent to /SUBSYSTEM:WINDOWS for MSVC
- add_executable(${GAME_TARGET} WIN32
- ${GAME_ALL_SOURCES}
- "${CMAKE_CURRENT_SOURCE_DIR}/packaging/${GAME_TARGET}.exe.rc"
- )
+ list(APPEND GAME_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/packaging/app.exe.rc)
+
+ add_executable(${GAME_TARGET} WIN32 MACOSX_BUNDLE ${GAME_SOURCES})
elseif(APPLE)
- add_executable(${GAME_TARGET} MACOSX_BUNDLE
- ${GAME_ALL_SOURCES}
- ${GAME_MAC_ICNS}
- ${SDL2_LIBRARIES}
- )
+ list(APPEND GAME_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/packaging/app.icns)
+ set_source_files_properties(${CMAKE_CURRENT_SOURCE_DIR}/packaging/app.icns PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
+
+ add_executable(${GAME_TARGET} MACOSX_BUNDLE ${GAME_SOURCES})
else()
# Math lib, explicitly required on some Linux systems
- list(APPEND GAME_LIBRARIES m)
+ #list(APPEND GAME_LIBRARIES m)
- add_executable(${GAME_TARGET} ${GAME_ALL_SOURCES})
+ add_executable(${GAME_TARGET} ${GAME_SOURCES})
endif()
-target_include_directories(${GAME_TARGET} PRIVATE
- ${SDL2_INCLUDE_DIRS}
- ${GAME_SRCDIR}
-)
+target_include_directories(${GAME_TARGET} PRIVATE ${GAME_SOURCE_DIR})
-target_link_libraries(${GAME_TARGET} ${GAME_LIBRARIES})
-#------------------------------------------------------------------------------
-# DEFINES
-#------------------------------------------------------------------------------
-add_compile_definitions(
- "$<$<CONFIG:DEBUG>:_DEBUG>"
-)
-
-if(WIN32)
- target_compile_definitions(${GAME_TARGET} PRIVATE
- WIN32_LEAN_AND_MEAN
- _CRT_SECURE_NO_WARNINGS # quit whining about snprintf_s
- )
-endif()
-
-#------------------------------------------------------------------------------
-# COMPILER OPTIONS
-#------------------------------------------------------------------------------
-
-if(NOT MSVC)
- target_compile_options(${GAME_TARGET} PRIVATE
- -Wall
- #-Wextra # TODO
- #-Wshadow # TODO
- -Wno-multichar
- -Wno-unknown-pragmas
- -Werror=return-type
- )
-else()
- # By default, MSVC may add /EHsc to CMAKE_CXX_FLAGS, which we don't want (we use /EHs below)
- string(REPLACE "/EHsc" "" CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS})
-
- # By default, MSVC may add /W3 to CMAKE_CXX_FLAGS, which we don't want (we use /W4 below)
- # Note that this is not required with "cmake_minimum_required(VERSION 3.15)" or later
- string(REPLACE "/W3" "" CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS})
- string(REPLACE "/W3" "" CMAKE_C_FLAGS ${CMAKE_C_FLAGS})
-
- target_compile_options(${GAME_TARGET} PRIVATE
- /EHs # synchronous exceptions; also, extern "C" functions may throw exceptions
- /W4
- /wd4068 # ignore unrecognized pragmas
- /wd4100 # unreferenced formal parameters
- /wd4201 # nonstandard extension (nameless struct)
- /wd4244 # conversion from double to float
- /wd4305 # truncation from double to float
- /wd5105 # see https://developercommunity.visualstudio.com/t/1249671
- )
-endif()
-
-#------------------------------------------------------------------------------
-# PLATFORM-SPECIFIC PACKAGING
-#------------------------------------------------------------------------------
-
set_target_properties(${GAME_TARGET} PROPERTIES
#--------------------------------------------------------------------------
# MSVC/WIN32
@@ -162,11 +95,11 @@
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY ""
# Set up Info.plist values
- MACOSX_BUNDLE_ICON_FILE "${GAME_TARGET}.icns" # CFBundleIconFile
+ MACOSX_BUNDLE_ICON_FILE "app.icns" # CFBundleIconFile
MACOSX_BUNDLE_EXECUTABLE_NAME ${GAME_TARGET} # CFBundleExecutable - executable name inside the bundle
MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION} # CFBundleShortVersionString
- MACOSX_BUNDLE_COPYRIGHT ${GAME_MAC_COPYRIGHT} # NSHumanReadableCopyright (supersedes CFBundleGetInfoString (MACOSX_BUNDLE_INFO_STRING))
- MACOSX_BUNDLE_BUNDLE_NAME ${GAME_TARGET} # CFBundleName - user-visible (where??) short name for the bundle, up to 15 characters
+# MACOSX_BUNDLE_COPYRIGHT ${GAME_MAC_COPYRIGHT} # NSHumanReadableCopyright (supersedes CFBundleGetInfoString (MACOSX_BUNDLE_INFO_STRING))
+ MACOSX_BUNDLE_BUNDLE_NAME "Candy Crisis" # CFBundleName - user-visible short name for the bundle
MACOSX_BUNDLE_GUI_IDENTIFIER ${GAME_MAC_BUNDLE_ID} # CFBundleIdentifier - unique bundle ID in reverse-DNS format
# Bundle ID required for code signing - must match CFBundleIdentifier otherwise xcode will complain
@@ -175,60 +108,44 @@
# Don't bother with universal builds when we're working on the debug version
XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH[variant=Debug] "YES"
- XCODE_EMBED_FRAMEWORKS "${SDL2_LIBRARIES}"
- XCODE_EMBED_FRAMEWORKS_CODE_SIGN_ON_COPY "YES" # frameworks must be signed by the same developer as the binary
- XCODE_EMBED_FRAMEWORKS_REMOVE_HEADERS_ON_COPY "YES" # not strictly necessary, but that's cleaner
XCODE_ATTRIBUTE_ENABLE_HARDENED_RUNTIME "YES" # required for notarization to pass
)
-if(APPLE)
- # If we have a code signing identity (CODE_SIGN_IDENTITY environment variable),
- # set up the release build for proper code signing
- if(NOT "$ENV{CODE_SIGN_IDENTITY}" STREQUAL "")
- set_target_properties(${GAME_TARGET} PROPERTIES
- XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY[variant=Release] "$ENV{CODE_SIGN_IDENTITY}"
- XCODE_ATTRIBUTE_DEVELOPMENT_TEAM[variant=Release] "$ENV{CODE_SIGN_IDENTITY}"
+#------------------------------------------------------------------------------
+# LINK LIBRARIES
+#------------------------------------------------------------------------------
- # The following is to pass notarization requirements
- XCODE_ATTRIBUTE_CODE_SIGN_INJECT_BASE_ENTITLEMENTS[variant=Release] "NO"
- XCODE_ATTRIBUTE_OTHER_CODE_SIGN_FLAGS[variant=Release] "--options=runtime --timestamp"
- )
- message("Release build will be code signed!")
- endif()
+# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
+if(TARGET SDL2::SDL2main)
+ # It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static)
+ target_link_libraries(${GAME_TARGET} PRIVATE SDL2::SDL2main)
+endif()
- # Copy stuff to app bundle contents
- set_source_files_properties(${GAME_MAC_ICNS} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
- #set_source_files_properties(${SDL2_LIBRARIES} PROPERTIES MACOSX_PACKAGE_LOCATION "Frameworks")
+if(SYSTEM_SDL)
+ target_link_libraries(${GAME_TARGET} PRIVATE SDL2::SDL2)
+else()
+ target_link_libraries(${GAME_TARGET} PRIVATE SDL2::SDL2-static)
+endif()
- set(BUNDLE_CONTENTS_DIR "$<TARGET_FILE_DIR:${PROJECT_NAME}>/..")
- set(APP_PARENT_DIR "${BUNDLE_CONTENTS_DIR}/../..")
+#------------------------------------------------------------------------------
+# COPY ASSETS
+#------------------------------------------------------------------------------
- add_custom_command(TARGET ${GAME_TARGET} POST_BUILD
- # Copy assets to app bundle
- COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/CandyCrisisResources ${BUNDLE_CONTENTS_DIR}/Resources
-
- # High-DPI support in Info.plist
-# plutil -replace NSHighResolutionCapable -bool true ${BUNDLE_CONTENTS_DIR}/Info.plist
- )
+if(APPLE)
+ set(GAME_DATA_TARGET_LOCATION "$<TARGET_FILE_DIR:${PROJECT_NAME}>/../Resources")
else()
- set(APP_PARENT_DIR "$<TARGET_FILE_DIR:${GAME_TARGET}>")
-
- # Copy assets besides executable
- add_custom_command(TARGET ${GAME_TARGET} POST_BUILD
- COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/CandyCrisisResources ${APP_PARENT_DIR}/CandyCrisisResources)
+ set(GAME_DATA_TARGET_LOCATION "$<TARGET_FILE_DIR:${PROJECT_NAME}>/CandyCrisisResources")
endif()
-# Windows-specific libraries
-if(WIN32)
- # Copy SDL2 DLLs to output folder on Windows for convenience
- foreach(DLL ${SDL2_DLLS})
- add_custom_command(TARGET ${GAME_TARGET} POST_BUILD
- COMMAND ${CMAKE_COMMAND} -E copy_if_different ${DLL} ${APP_PARENT_DIR})
- endforeach()
+add_custom_command(TARGET ${GAME_TARGET} POST_BUILD
+ COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/CandyCrisisResources" "${GAME_DATA_TARGET_LOCATION}")
+#------------------------------------------------------------------------------
+# INSTALL
+#------------------------------------------------------------------------------
+
+# Install Windows-specific libraries
+if(WIN32)
# When installing (cmake --install), copy Visual Studio redistributable DLLs to install location
include(InstallRequiredSystemLibraries)
endif()
-
-# Copy documentation to output folder
-configure_file(${CMAKE_CURRENT_SOURCE_DIR}/packaging/ReadMe.txt.in ${CMAKE_CURRENT_BINARY_DIR}/ReadMe.txt)
--- a/build.py
+++ /dev/null
@@ -1,454 +1,0 @@
-#!/usr/bin/env python3
-
-import argparse
-import contextlib
-import hashlib
-import glob
-import multiprocessing
-import os
-import os.path
-import platform
-import shutil
-import stat
-import subprocess
-import sys
-import tempfile
-import urllib.request
-import zipfile
-from pathlib import Path
-
-#----------------------------------------------------------------
-
-libs_dir = os.path.abspath("extern")
-cache_dir = os.path.abspath("cache")
-dist_dir = os.path.abspath("dist")
-
-game_name = "CandyCrisis" # no spaces
-game_name_human = "Candy Crisis" # spaces and other special characters allowed
-game_ver = "3.0.0"
-
-sdl_ver = "2.0.20"
-appimagetool_ver = "13"
-
-lib_hashes = { # sha-256
- "SDL2-2.0.20.tar.gz": "c56aba1d7b5b0e7e999e4a7698c70b63a3394ff9704b5f6e1c57e0c16f04dd06",
- "SDL2-2.0.20.dmg": "e46a3694f5008c4c5ffd33e1dfdffbee64179ad15088781f2f70806dd0102d4d",
- "SDL2-devel-2.0.20-VC.zip": "5b1512ca6c9d2427bd2147da01e5e954241f8231df12f54a7074dccde416df18",
- "appimagetool-x86_64.AppImage": "df3baf5ca5facbecfc2f3fa6713c29ab9cefa8fd8c1eac5d283b79cab33e4acb", # appimagetool v13
-}
-
-NPROC = multiprocessing.cpu_count()
-SYSTEM = platform.system()
-
-if SYSTEM == "Windows":
- os.system("") # hack to get ANSI color escapes to work
-
-#----------------------------------------------------------------
-
-parser = argparse.ArgumentParser(description=F"Configure, build, and package {game_name_human}")
-
-if SYSTEM == "Darwin":
- default_generator = "Xcode"
- default_architecture = None
- help_configure = "generate Xcode project"
- help_build = "build app from Xcode project"
- help_package = "package up the game into a DMG"
-elif SYSTEM == "Windows":
- default_generator = "Visual Studio 17 2022"
- default_architecture = "x64"
- help_configure = F"generate {default_generator} solution"
- help_build = F"build exe from {default_generator} solution"
- help_package = "package up the game into a ZIP"
-else:
- default_generator = None
- default_architecture = None
- help_configure = "generate project"
- help_build = "build binary"
- help_package = "package up the game into an AppImage"
-
-parser.add_argument("--dependencies", default=False, action="store_true", help="fetch and set up dependencies (SDL)")
-parser.add_argument("--configure", default=False, action="store_true", help=help_configure)
-parser.add_argument("--build", default=False, action="store_true", help=help_build)
-parser.add_argument("--package", default=False, action="store_true", help=help_package)
-
-parser.add_argument("-G", metavar="<generator>", default=default_generator,
- help=F"custom project generator for the CMake configure step (default: {default_generator})")
-
-parser.add_argument("-A", metavar="<arch>", default=default_architecture,
- help=F"custom platform name for the CMake configure step (default: {default_architecture})")
-
-parser.add_argument("--print-artifact-name", default=False, action="store_true",
- help="print artifact name and exit")
-
-if SYSTEM == "Linux":
- parser.add_argument("--system-sdl", default=False, action="store_true",
- help="use system SDL instead of building SDL from scratch")
-
-args = parser.parse_args()
-
-#----------------------------------------------------------------
-
-class Project:
- def __init__(self, dir_name, gen_args=[], gen_env={}, build_configs=[], build_args=[]):
- self.dir_name = dir_name
- self.gen_args = gen_args
- self.gen_env = gen_env
- self.build_configs = build_configs
- self.build_args = build_args
-
-#----------------------------------------------------------------
-
-@contextlib.contextmanager
-def chdir(path):
- origin = os.getcwd()
- try:
- os.chdir(path)
- yield
- finally:
- os.chdir(origin)
-
-def die(message):
- print(F"\x1b[1;31m{message}\x1b[0m", file=sys.stderr)
- sys.exit(1)
-
-def log(message):
- print(message, file=sys.stderr)
-
-def fatlog(message):
- starbar = len(message) * '*'
- print(F"\n{starbar}\n{message}\n{starbar}", file=sys.stderr)
-
-def hash_file(path):
- hasher = hashlib.sha256()
- with open(path, 'rb') as f:
- while True:
- chunk = f.read(64*1024)
- if not chunk:
- break
- hasher.update(chunk)
- return hasher.hexdigest()
-
-def get_package(url):
- name = url[url.rfind('/')+1:]
-
- if name in lib_hashes:
- reference_hash = lib_hashes[name]
- else:
- die(F"Build script lacks reference checksum for {name}")
-
- path = os.path.normpath(F"{cache_dir}/{name}")
- if os.path.exists(path):
- log(F"Not redownloading: {path}")
- else:
- log(F"Downloading: {url}")
- os.makedirs(cache_dir, exist_ok=True)
- urllib.request.urlretrieve(url, path)
-
- actual_hash = hash_file(path)
- if reference_hash != actual_hash:
- die(F"Bad checksum for {name}: expected {reference_hash}, got {actual_hash}")
-
- return path
-
-def call(cmd, **kwargs):
- cmdstr = ""
- for token in cmd:
- cmdstr += " "
- if " " in token:
- cmdstr += F"\"{token}\""
- else:
- cmdstr += token
-
- log(F">{cmdstr}")
- try:
- return subprocess.run(cmd, check=True, **kwargs)
- except subprocess.CalledProcessError as e:
- die(F"Aborting setup because: {e}")
-
-def rmtree_if_exists(path):
- if os.path.exists(path):
- shutil.rmtree(path)
-
-def zipdir(zipname, topleveldir, arc_topleveldir):
- with zipfile.ZipFile(zipname, 'w', zipfile.ZIP_DEFLATED, compresslevel=9) as zipf:
- for root, dirs, files in os.walk(topleveldir):
- for file in files:
- filepath = os.path.join(root, file)
- arcpath = os.path.join(arc_topleveldir, filepath[len(topleveldir)+1:])
- log(F"Zipping: {filepath} --> {arcpath}")
- zipf.write(filepath, arcpath)
-
-#----------------------------------------------------------------
-
-def prepare_dependencies_windows():
- rmtree_if_exists(F"{libs_dir}/SDL2-{sdl_ver}")
-
- sdl_zip_path = get_package(F"http://libsdl.org/release/SDL2-devel-{sdl_ver}-VC.zip")
- shutil.unpack_archive(sdl_zip_path, libs_dir)
-
-def prepare_dependencies_macos():
- sdl2_framework = "SDL2.framework"
- sdl2_framework_target_path = F"{libs_dir}/{sdl2_framework}"
-
- rmtree_if_exists(sdl2_framework_target_path)
-
- sdl_dmg_path = get_package(F"http://libsdl.org/release/SDL2-{sdl_ver}.dmg")
-
- # Mount the DMG and copy SDL2.framework to extern/
- with tempfile.TemporaryDirectory() as mount_point:
- call(["hdiutil", "attach", sdl_dmg_path, "-mountpoint", mount_point, "-quiet"])
- shutil.copytree(F"{mount_point}/{sdl2_framework}", sdl2_framework_target_path, symlinks=True)
- call(["hdiutil", "detach", mount_point, "-quiet"])
-
- if "CODE_SIGN_IDENTITY" in os.environ:
- call(["codesign", "--force", "--timestamp", "--sign", os.environ["CODE_SIGN_IDENTITY"], sdl2_framework_target_path])
- else:
- print("SDL will not be codesigned. Set the CODE_SIGN_IDENTITY environment variable if you want to sign it.")
-
-def prepare_dependencies_linux():
- if not args.system_sdl:
- sdl_source_dir = F"{libs_dir}/SDL2-{sdl_ver}"
- sdl_build_dir = F"{sdl_source_dir}/build"
- rmtree_if_exists(sdl_source_dir)
-
- sdl_zip_path = get_package(F"http://libsdl.org/release/SDL2-{sdl_ver}.tar.gz")
- shutil.unpack_archive(sdl_zip_path, libs_dir)
-
- with chdir(sdl_source_dir):
- call([F"{sdl_source_dir}/configure", F"--prefix={sdl_build_dir}", "--quiet"])
- call(["make", "-j", str(NPROC)], stdout=subprocess.DEVNULL)
- call(["make", "install", "--silent"]) # install to configured prefix (sdl_build_dir)
-
-#----------------------------------------------------------------
-
-def get_artifact_name():
- if SYSTEM == "Windows":
- return F"{game_name}-{game_ver}-windows-x64.zip"
- elif SYSTEM == "Darwin":
- return F"{game_name}-{game_ver}-mac.dmg"
- elif SYSTEM == "Linux":
- return F"{game_name}-{game_ver}-linux-x86_64.AppImage"
- else:
- die("Unknown system for print_artifact_name")
-
-def copy_documentation(proj, appdir, full=True):
- #shutil.copy(F"{proj.dir_name}/ReadMe.txt", F"{appdir}")
- #shutil.copy(F"LICENSE.md", F"{appdir}/License.txt")
-
- if full:
- pass
- #shutil.copytree("docs", F"{appdir}/Documentation")
- # os.remove(F"{appdir}/Documentation/logo.png")
- #os.remove(F"{appdir}/Documentation/screenshot.png")
- #os.remove(F"{appdir}/Documentation/screenshot2.png")
- #for docfile in ["CHANGELOG.md"]:
- # shutil.copy(docfile, F"{appdir}/Documentation")
-
-def package_windows(proj):
- windows_dlls = ["SDL2.dll", "msvcp140.dll", "vcruntime140.dll", "vcruntime140_1.dll"] # C++
-
- # Prep DLLs with cmake (copied to {cache_dir}/install/bin)
- call(["cmake", "--install", proj.dir_name, "--prefix", F"{cache_dir}/install"])
-
- appdir = F"{cache_dir}/{game_name}-{game_ver}"
- rmtree_if_exists(appdir)
- os.makedirs(F"{appdir}", exist_ok=True)
-
- # Copy executable, libs and assets
- for dll in windows_dlls:
- shutil.copy(F"{cache_dir}/install/bin/{dll}", appdir)
- shutil.copy(F"{proj.dir_name}/Release/{game_name}.exe", appdir)
- shutil.copytree("CandyCrisisResources", F"{appdir}/CandyCrisisResources")
-
- copy_documentation(proj, appdir)
-
- zipdir(F"{dist_dir}/{get_artifact_name()}", appdir, F"{game_name}-{game_ver}")
-
-def package_macos(proj):
- appdir = F"{proj.dir_name}/Release"
-
- # Human-friendly name for .app
- os.rename(F"{appdir}/{game_name}.app", F"{appdir}/{game_name_human}.app")
-
- copy_documentation(proj, appdir)
-
- #shutil.copy("packaging/dmg_DS_Store", F"{appdir}/.DS_Store")
-
- call(["hdiutil", "create",
- "-fs", "HFS+",
- "-srcfolder", appdir,
- "-volname", F"{game_name_human} {game_ver}",
- F"{dist_dir}/{get_artifact_name()}"])
-
-def package_linux(proj):
- appimagetool_path = get_package(F"https://github.com/AppImage/AppImageKit/releases/download/{appimagetool_ver}/appimagetool-x86_64.AppImage")
- os.chmod(appimagetool_path, 0o755)
-
- appdir = F"{cache_dir}/{game_name}-{game_ver}.AppDir"
- rmtree_if_exists(appdir)
-
- os.makedirs(F"{appdir}", exist_ok=True)
- os.makedirs(F"{appdir}/usr/bin", exist_ok=True)
- os.makedirs(F"{appdir}/usr/lib", exist_ok=True)
-
- # Copy executable and assets
- shutil.copy(F"{proj.dir_name}/{game_name}", F"{appdir}/usr/bin") # executable
- shutil.copytree("CandyCrisisResources", F"{appdir}/CandyCrisisResources")
- copy_documentation(proj, appdir, full=False)
-
- # Copy XDG stuff
- shutil.copy(F"packaging/{game_name.lower()}.desktop", appdir)
- shutil.copy(F"packaging/{game_name.lower()}-desktopicon.png", appdir)
-
- # Copy AppImage kicker script
- shutil.copy(F"packaging/AppRun", appdir)
- os.chmod(F"{appdir}/AppRun", 0o755)
-
- # Copy SDL (if not using system SDL)
- if not args.system_sdl:
- for file in glob.glob(F"{libs_dir}/SDL2-{sdl_ver}/build/lib/libSDL2*.so*"):
- shutil.copy(file, F"{appdir}/usr/lib", follow_symlinks=False)
-
- # Invoke appimagetool
- call([appimagetool_path, "--no-appstream", appdir, F"{dist_dir}/{get_artifact_name()}"])
-
-#----------------------------------------------------------------
-
-if args.print_artifact_name:
- print(get_artifact_name())
- sys.exit(0)
-
-fatlog(F"{game_name} {game_ver} build script")
-
-if not (args.dependencies or args.configure or args.build or args.package):
- log("No build steps specified, running all of them.")
- args.dependencies = True
- args.configure = True
- args.build = True
- args.package = True
-
-# Make sure we're running from the correct directory...
-if not os.path.exists("src/graymonitor.cpp"): # some file that's likely to be from the game's source tree
- die(F"STOP - Please run this script from the root of the {game_name} source repo")
-
-#----------------------------------------------------------------
-# Set up project metadata
-
-projects = []
-
-common_gen_args = []
-if args.G:
- common_gen_args += ["-G", args.G]
-if args.A:
- common_gen_args += ["-A", args.A]
-
-if SYSTEM == "Windows":
-
- projects = [Project(
- dir_name="build-msvc",
- gen_args=common_gen_args,
- build_configs=["Release", "Debug"],
- build_args=["-m"] # multiprocessor compilation
- )]
-
-elif SYSTEM == "Darwin":
- projects = [Project(
- dir_name="build-xcode",
- gen_args=common_gen_args,
- build_configs=["Release"],
- build_args=["-j", str(NPROC)]
- )]
-
-elif SYSTEM == "Linux":
- gen_env = {}
- if not args.system_sdl:
- gen_env["SDL2DIR"] = F"{libs_dir}/SDL2-{sdl_ver}/build"
-
- projects.append(Project(
- dir_name="build-relwithdebinfo",
- gen_args=common_gen_args + ["-DCMAKE_BUILD_TYPE=RelWithDebInfo"],
- gen_env=gen_env,
- build_args=["-j", str(NPROC)]
- ))
-
- projects.append(Project(
- dir_name="build-debug",
- gen_args=common_gen_args + ["-DCMAKE_BUILD_TYPE=Debug"],
- gen_env=gen_env,
- build_args=["-j", str(NPROC)]
- ))
-else:
- die(F"Unsupported system for configure step: {SYSTEM}")
-
-
-#----------------------------------------------------------------
-# Prepare dependencies
-
-if args.dependencies:
- fatlog("Setting up dependencies")
-
- # Check that our submodules are here
- #if not os.path.exists("extern/Pomme/CMakeLists.txt"):
- # die("Submodules appear to be missing.\n"
- # + "Did you clone the submodules recursively? Try this: git submodule update --init --recursive")
-
- if SYSTEM == "Windows":
- prepare_dependencies_windows()
- elif SYSTEM == "Darwin":
- prepare_dependencies_macos()
- elif SYSTEM == "Linux":
- prepare_dependencies_linux()
- else:
- die(F"Unsupported system for dependencies step: {SYSTEM}")
-
-#----------------------------------------------------------------
-# Configure projects
-
-if args.configure:
- for proj in projects:
- fatlog(F"Configuring {proj.dir_name}")
-
- rmtree_if_exists(proj.dir_name)
-
- env = None
- if proj.gen_env:
- env = os.environ.copy()
- env.update(proj.gen_env)
-
- call(["cmake", "-S", ".", "-B", proj.dir_name] + proj.gen_args, env=env)
-
-#----------------------------------------------------------------
-# Build the game
-
-proj = projects[0]
-
-if args.build:
- fatlog(F"Building the game: {proj.dir_name}")
-
- build_command = ["cmake", "--build", proj.dir_name]
-
- if proj.build_configs:
- build_command += ["--config", proj.build_configs[0]]
-
- if proj.build_args:
- build_command += ["--"] + proj.build_args
-
- call(build_command)
-
-#----------------------------------------------------------------
-# Package the game
-
-if args.package:
- fatlog(F"Packaging the game")
-
- rmtree_if_exists(dist_dir)
- os.makedirs(dist_dir, exist_ok=True)
-
- if SYSTEM == "Darwin":
- package_macos(proj)
- elif SYSTEM == "Windows":
- package_windows(proj)
- elif SYSTEM == "Linux":
- package_linux(proj)
- else:
- die(F"Unsupported system for package step: {SYSTEM}")
--- a/cmake/FindSDL2.cmake
+++ /dev/null
@@ -1,74 +1,0 @@
-#------------------------------------------------------------------------------
-# Usage: find_package(SDL2 [REQUIRED] [COMPONENTS main])
-#
-# Sets variables:
-# SDL2_INCLUDE_DIRS
-# SDL2_LIBRARIES
-# SDL2_DLLS (Windows only)
-#------------------------------------------------------------------------------
-
-include(FindPackageHandleStandardArgs)
-
-set(SDL2_VERSION 2.0.20)
-
-# Check if "main" was specified as a component
-set(_SDL2_use_main FALSE)
-foreach(_SDL2_component ${SDL2_FIND_COMPONENTS})
- if(_SDL2_component STREQUAL "main")
- set(_SDL2_use_main TRUE)
- else()
- message(WARNING "Unrecognized component \"${_SDL2_component}\"")
- endif()
-endforeach()
-
-if(WIN32)
- find_path(SDL2_ROOT "include/SDL.h"
- PATHS "${CMAKE_SOURCE_DIR}/extern/SDL2-${SDL2_VERSION}"
- NO_DEFAULT_PATH
- )
-
- if(SDL2_ROOT)
- set(SDL2_INCLUDE_DIRS "${SDL2_ROOT}/include")
- set(_SDL2_ARCH "x64")
- set(SDL2_LIBRARIES "${SDL2_ROOT}/lib/${_SDL2_ARCH}/SDL2.lib")
- set(SDL2_DLLS "${SDL2_ROOT}/lib/${_SDL2_ARCH}/SDL2.dll")
- if(_SDL2_use_main)
- list(APPEND SDL2_LIBRARIES "${SDL2_ROOT}/lib/${_SDL2_ARCH}/SDL2main.lib")
- endif()
-
- # When installing, copy DLLs to install location
- install(FILES ${SDL2_DLLS} DESTINATION bin)
- endif()
-
- mark_as_advanced(SDL2_ROOT)
- find_package_handle_standard_args(SDL2 DEFAULT_MSG SDL2_INCLUDE_DIRS SDL2_LIBRARIES SDL2_DLLS)
-
-elseif(APPLE)
- find_path(SDL2_INCLUDE_DIRS "SDL.h"
- PATHS "${CMAKE_SOURCE_DIR}/extern/SDL2.framework/Versions/Current"
- PATH_SUFFIXES "Headers"
- REQUIRED
- NO_DEFAULT_PATH
- )
-
- set(SDL2_LIBRARIES "${CMAKE_SOURCE_DIR}/extern/SDL2.framework")
-
- find_package_handle_standard_args(SDL2 DEFAULT_MSG SDL2_INCLUDE_DIRS SDL2_LIBRARIES)
-
-else()
- find_path(SDL2_INCLUDE_DIRS "SDL.h"
- HINTS $ENV{SDL2DIR}
- PATH_SUFFIXES "include/SDL2" "include"
- REQUIRED
- )
-
- find_library(SDL2_LIBRARIES
- NAMES "SDL2"
- HINTS $ENV{SDL2DIR}
- PATH_SUFFIXES lib64 lib
- REQUIRED
- )
-
- find_package_handle_standard_args(SDL2 DEFAULT_MSG SDL2_INCLUDE_DIRS SDL2_LIBRARIES)
-
-endif()
--- a/cmake/version.h.in
+++ /dev/null
@@ -1,7 +1,0 @@
-#pragma once
-
-#define PROJECT_VERSION "@PROJECT_VERSION@"
-#define PROJECT_VERSION_MAJOR "@PROJECT_VERSION_MAJOR@"
-#define PROJECT_VERSION_MINOR "@PROJECT_VERSION_MINOR@"
-#define PROJECT_VERSION_PATCH "@PROJECT_VERSION_PATCH@"
-
--- a/packaging/CandyCrisis.exe.rc
+++ /dev/null
@@ -1,1 +1,0 @@
-IDI_ICON1 ICON DISCARDABLE "CandyCrisis.ico"
binary files a/packaging/CandyCrisis.icns /dev/null differ
binary files a/packaging/CandyCrisis.ico /dev/null differ
--- /dev/null
+++ b/packaging/app.exe.rc
@@ -1,0 +1,39 @@
+#include <windows.h>
+#include "version.h"
+
+#pragma code_page(1252)
+
+#define PROJECT_VERSION_4_WORDS PROJECT_VERSION_MAJOR,PROJECT_VERSION_MINOR,PROJECT_VERSION_PATCH,0
+
+// Icon with lowest ID value placed first to ensure application icon
+// remains consistent on all systems.
+//
+// IMPORTANT: The .ico should be UNCOMPRESSED, as a png-compressed .ico
+// may cause garbage AVs to flag the game as a false positive!
+IDI_ICON1 ICON DISCARDABLE "app.ico"
+
+VS_VERSION_INFO VERSIONINFO
+FILEVERSION PROJECT_VERSION_4_WORDS
+PRODUCTVERSION PROJECT_VERSION_4_WORDS
+FILEOS VOS_NT_WINDOWS32
+FILETYPE VFT_APP
+BEGIN
+ BLOCK "StringFileInfo"
+ BEGIN
+ BLOCK "040904b0" // US English cp1252 (hex)
+ BEGIN
+ VALUE "CompanyName", "Candy Crisis"
+ VALUE "FileDescription", "Candy Crisis"
+ VALUE "FileVersion", PROJECT_VERSION
+ VALUE "InternalName", "Candy Crisis"
+ VALUE "LegalCopyright", "Candy Crisis"
+ VALUE "OriginalFilename", "CandyCrisis.exe"
+ VALUE "ProductName", "Candy Crisis"
+ VALUE "ProductVersion", PROJECT_VERSION
+ END
+ END
+ BLOCK "VarFileInfo"
+ BEGIN
+ VALUE "Translation", 0x409, 1252 // US English cp1252
+ END
+END
binary files /dev/null b/packaging/app.icns differ
binary files /dev/null b/packaging/app.ico differ
--- a/packaging/gon-config.json
+++ /dev/null
@@ -1,7 +1,0 @@
-{
- "notarize": [{
- "path": "./dist/CandyCrisis-3.0.0-mac.dmg",
- "bundle_id": "io.jor.candycrisis",
- "staple": true
- }]
-}
--- /dev/null
+++ b/packaging/prepare_appimage_appdir.sh
@@ -1,0 +1,25 @@
+#! /usr/bin/env bash
+
+set -e
+
+EXE_PATH="$1"
+
+[[ ! -f "${EXE_PATH}" ]] && echo "must pass valid exe path" && exit 1
+
+APP_NAME="$(basename "${EXE_PATH}")"
+APP_NAME_LOWERCASE="$(echo "$APP_NAME" | awk '{print tolower($0)}')"
+APP_DIR="build/${APP_NAME}.AppDir"
+
+mkdir -p "${APP_DIR}/usr/bin"
+
+# Copy executable and assets
+cp "${EXE_PATH}" "${APP_DIR}/usr/bin"
+cp -r CandyCrisisResources "${APP_DIR}/CandyCrisisResources"
+
+# Copy XDG stuff
+cp "packaging/${APP_NAME_LOWERCASE}.desktop" "${APP_DIR}"
+cp "packaging/${APP_NAME_LOWERCASE}-desktopicon.png" "${APP_DIR}"
+
+# Copy AppImage kicker script
+cp "packaging/AppRun" "${APP_DIR}"
+chmod 755 "${APP_DIR}/AppRun"
--- a/src/version.h
+++ b/src/version.h
@@ -1,7 +1,7 @@
#pragma once
#define PROJECT_VERSION "3.0.0"
-#define PROJECT_VERSION_MAJOR "3"
-#define PROJECT_VERSION_MINOR "0"
-#define PROJECT_VERSION_PATCH "0"
+#define PROJECT_VERSION_MAJOR 3
+#define PROJECT_VERSION_MINOR 0
+#define PROJECT_VERSION_PATCH 0
--- /dev/null
+++ b/src/version.h.in
@@ -1,0 +1,7 @@
+#pragma once
+
+#define PROJECT_VERSION "@PROJECT_VERSION@"
+#define PROJECT_VERSION_MAJOR @PROJECT_VERSION_MAJOR@
+#define PROJECT_VERSION_MINOR @PROJECT_VERSION_MINOR@
+#define PROJECT_VERSION_PATCH @PROJECT_VERSION_PATCH@
+