ref: b34f8b1ee33163af988c75587e6ac99739b7684f
dir: /Buildscr/
# -*- sh -*- # Build script to build Puzzles. # # You can cut out large components of the build by defining a subset # of these options on the bob command line: # -DNOSIGN -DNOWINDOWS -DNOMACOS -DNOICONS -DNOJAVA -DNOJS module puzzles set Version $(!builddate).$(vcsid) # 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"' $(Version) >> devel.but # Write out a version.h that contains the real version number. in puzzles do echo '/* Generated by automated build script */' > version.h in puzzles do echo '$#define VER "Version $(Version)"' >> version.h # And do the same substitution in the OS X metadata. (This is a bit # icky in principle because it presumes that my version numbers don't # need XML escaping, but frankly, if they ever do then I should fix # them!) in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx/Info.plist ifneq "$(NOICONS)" yes then # Run enough of a native Unix build to produce the various icons. # This also checks that the build completes in 'strict' mode (with # lots of warnings and -Werror), and triggers a build failure if # not. in . do cmake -B build-icons puzzles -DSTRICT=ON in build-icons do make -j$(nproc) in build-icons do make -j$(nproc) icons VERBOSE=1 # Copy the C icon files into the icons source subdirectory, for the # distribution tarball. in . do cp build-icons/icons/*-icon.c puzzles/icons endif # The very first thing we do is to make the source archive, before we # fill up the build directory with extra files. delegate - # Build Windows Help and text versions of the manual for convenience. in puzzles do halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but # Build a text version of the HACKING document. in puzzles do halibut --text=HACKING devel.but # Get rid of some cruft that isn't really useful in a source tarball. in puzzles do rm -f Buildscr CHECKLST.txt .gitignore webpage.pl in . do ln -s puzzles puzzles-$(Version) in . do tar -chzf puzzles-$(Version).tar.gz puzzles-$(Version) return puzzles-$(Version).tar.gz enddelegate ifneq "$(NOMACOS)" yes then # Build the OS X binaries and .dmg archive. delegate osx 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$(nproc) # build help files for installer in . with cmake_at_least_3.20 do cmake -B puzzles/build-win64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl64) -DICO_DIR=$$PWD/build-icons/icons puzzles in . with cmake_at_least_3.20 do cmake -B puzzles/build-win32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DCMAKE_TOOLCHAIN_FILE=$(cmake_toolchain_clangcl32) -DICO_DIR=$$PWD/build-icons/icons puzzles 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 $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi puzzles32.msi in puzzles do chmod +x build-win32/*.exe build-win64/*.exe endif # Build the HTML docs. in puzzles do mkdir doc in puzzles do mkdir devel in puzzles/doc do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../puzzles.but in puzzles/devel do halibut --html -Chtml-contents-filename:index.html -Chtml-index-filename:indexpage.html -Chtml-template-filename:%k.html -Chtml-template-fragment:%k ../devel.but ifneq "$(NOWINDOWS)" yes then # Move the deliver-worthy Windows binaries (those specified in # 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/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 # Build the autogenerated pieces of the main web page. 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 # 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 cmake -B build-nestedvm -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../cmake/nestedvm-toolchain.cmake -DNESTEDVM="$$NESTEDVM" $(web_unfinished_option) . in puzzles/build-nestedvm do make -j$(nproc) VERBOSE=1 return puzzles/build-nestedvm/*.jar return puzzles/build-nestedvm/unfinished/group.jar enddelegate endif # Build the Javascript applets. Since my master build machine doesn't # have the right dependencies installed for Emscripten, I do this by a # delegation. ifneq "$(NOJS)" yes then delegate emscripten in puzzles do emcmake cmake -B build-emscripten $(web_unfinished_option) . in puzzles/build-emscripten do make -j$(nproc) VERBOSE=1 return puzzles/build-emscripten/*.js return puzzles/build-emscripten/*.wasm return puzzles/build-emscripten/unfinished/group.js return puzzles/build-emscripten/unfinished/group.wasm enddelegate # Build a set of wrapping HTML pages for easy testing of the # Javascript puzzles. # # These aren't quite the same as the HTML pages that will go on my # live website. The live ones will substitute in a different footer # that links back to the main puzzles page, and they'll have a # different filesystem layout so that ther links to the .js files # won't need the ../js/ prefix used below. # # But these test pages should be good enough to just open after # running a build, to make sure the main functionality works. # Unfortunately, due to some kind of WASM loading restriction, this # can't be done using a file:// URL; you have to actually point an # HTTP or HTTPS server at the build output directory. in puzzles do mkdir jstest in puzzles/jstest do ../html/jspage.pl --jspath=../js/ /dev/null ../html/*.html endif # Set up .htaccess containing a redirect for the archive filename. in puzzles do echo "AddType application/octet-stream .chm" > .htaccess in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess in puzzles do echo "AddType application/wasm .wasm" >> .htaccess in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-$(Version)-installer.msi >> .htaccess # Phew, we're done. Deliver everything! ifneq "$(NOICONS)" yes then deliver build-icons/icons/*-web.png $@ endif ifneq "$(NOWINDOWS)" yes then deliver puzzles/winbin64/*.exe $@ deliver puzzles/winbin32/*.exe w32/$@ deliver puzzles/puzzles.zip $@ deliver puzzles/puzzles32.zip w32/$@ deliver puzzles/puzzles.msi puzzles-$(Version)-installer.msi deliver puzzles/puzzles32.msi w32/puzzles-$(Version)-32bit-installer.msi deliver puzzles/puzzles.chm $@ deliver puzzles/puzzles.hlp $@ deliver puzzles/puzzles.cnt $@ endif deliver puzzles/.htaccess $@ deliver puzzles/doc/*.html doc/$@ deliver puzzles/devel/*.html devel/$@ ifneq "$(NOMACOS)" yes then deliver puzzles/build-osx/Puzzles.dmg $@ endif ifneq "$(NOJAVA)" yes then deliver puzzles/build-nestedvm/*.jar java/$@ deliver puzzles/build-nestedvm/unfinished/*.jar java/$@ endif ifneq "$(NOJS)" yes then deliver puzzles/build-emscripten/*.js js/$@ deliver puzzles/build-emscripten/*.wasm js/$@ deliver puzzles/build-emscripten/unfinished/*.js js/$@ deliver puzzles/build-emscripten/unfinished/*.wasm js/$@ deliver puzzles/jstest/*.html jstest/$@ deliver puzzles/html/*.html html/$@ deliver puzzles/html/*.pl html/$@ endif deliver puzzles/wwwspans.html $@ deliver puzzles/wwwlinks.html $@ # deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment) # This one isn't in the puzzles subdir, because makedist.sh left it # one level up. deliver puzzles*.tar.gz $@