X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=Buildscr;h=b8a585b43ea5c31dd74549b697f85d5a907cb03e;hb=db313b3948d27244dd7c34c2609c66d6204d8931;hp=04e0d872aba82e013b001c595b1aa17cb50bda3e;hpb=d2369aab621c80449db7c589f0c65c722802b8b4;p=sgt-puzzles.git diff --git a/Buildscr b/Buildscr index 04e0d87..b8a585b 100644 --- a/Buildscr +++ b/Buildscr @@ -3,45 +3,82 @@ 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. +# 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 + # First build some local binaries, to run the icon build. -in puzzles do perl mkfiles.pl +in puzzles do perl mkfiles.pl -U in puzzles do make # Now build the screenshots and icons. in puzzles/icons do xvfb-run -s "-screen 0 1024x768x24" make web winicons gtkicons +# 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 + # Re-run mkfiles.pl now that it knows the icons are there. in puzzles do perl mkfiles.pl -# Destroy the local binaries, mostly to avoid wasting network -# bandwidth by transferring them to the delegate servers. -in puzzles do make clean +# Rebuild the configure script. +in puzzles do ./mkauto.sh # Build the OS X .dmg archive. delegate osx in puzzles do make -f Makefile.osx clean - in puzzles do make -f Makefile.osx release VER=-DREVISION=$(revision) + in puzzles do make -f Makefile.osx release VER=-DVER=$(Version) return puzzles/Puzzles.dmg enddelegate # 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 chm -in puzzles do make -f Makefile.doc # build help file for installer -in puzzles do perl winiss.pl $(revision) wingames.lst > puzzles.iss -delegate windows - # Ignore the poorly controlled return value from HHC, and instead - # just test that the output file was generated. - in puzzles do hhc puzzles.hhp; test -f puzzles.chm - # FIXME: Cygwin alternative? - in puzzles do cmd /c 'vcvars32 & nmake -f Makefile.vc clean' - in puzzles do cmd /c 'vcvars32 & nmake -f Makefile.vc VER=-DREVISION=$(revision)' - # Build installer. - in puzzles do iscc puzzles.iss - return puzzles/puzzles.chm - return puzzles/*.exe - return puzzles/Output/setup.exe -enddelegate +in puzzles do make -f Makefile.doc # 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 Platform=x64 make -f Makefile.clangcl clean + in puzzles with clangcl64 do Platform=x64 make -f Makefile.clangcl VER=-DVER=$(Version) + # Code-sign the binaries, if the local bob config provides a script + # to do so. We assume here that the script accepts an -i option to + # provide a 'more info' URL, and an optional -n option to provide a + # program name, and that it can take multiple .exe filename + # arguments and sign them all in place. + ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ *.exe + # Build installers. + in puzzles with wixonlinux do candle -arch x64 puzzles.wxs && light -ext WixUIExtension -sval puzzles.wixobj + ifneq "$(cross_winsigncode)" "" in puzzles do $(cross_winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ -n "Simon Tatham's Portable Puzzle Collection Installer" puzzles.msi +else + delegate windows + in puzzles with visualstudio do/win nmake -f Makefile.vc clean + in puzzles with visualstudio do/win nmake -f Makefile.vc VER=-DVER=$(Version) + ifneq "$(winsigncode)" "" in puzzles do $(winsigncode) -i https://www.chiark.greenend.org.uk/~sgtatham/puzzles/ *.exe + # Build installers. + in puzzles with wix do/win candle puzzles.wxs && light -ext WixUIExtension -sval puzzles.wixobj + in puzzles with innosetup do/win iscc puzzles.iss + return puzzles/*.exe + return puzzles/puzzles.msi + enddelegate +endif +in puzzles do chmod +x *.exe # Build the Pocket PC binaries and CAB. # @@ -64,10 +101,10 @@ enddelegate # approaches such as a third-party CAB generator), I don't think I # can sensibly enable this build. -#in puzzles do perl wceinf.pl wingames.lst > puzzles.inf +#in puzzles do perl wceinf.pl gamedesc.txt > puzzles.inf #delegate windows # in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce clean' -# in puzzles do cmd /c 'wcearmv4 & nmake -f Makefile.wce VER=-DREVISION=$(revision)' +# 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 @@ -78,34 +115,65 @@ enddelegate # return puzzles/puzzles.armv4.cab #enddelegate -# Build the help file and the HTML docs. -in puzzles do make -f Makefile.doc clean # remove CHM-target HTML -in puzzles do make -f Makefile.doc # and rebuild help file... +# 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 # Move the deliver-worthy Windows binaries (those specified in -# wingames.lst, which is generated by mkfiles.pl and helpfully +# gamedesc.txt, which is generated by mkfiles.pl and helpfully # excludes the command-line auxiliary utilities such as solosolver, # and nullgame.exe) into a subdirectory for easy access. in puzzles do mkdir winbin -in puzzles do mv `cut -f1 -d: wingames.lst` winbin +in puzzles do mv `cut -f2 -d: gamedesc.txt` winbin # Make a zip file of the Windows binaries and help files. in puzzles do zip -j puzzles.zip winbin/*.exe puzzles.chm puzzles.hlp puzzles.cnt # Create the source archive. (That writes the archive into the # _parent_ directory, so be careful when we deliver it.) -in puzzles do ./makedist.sh $(revision) +in puzzles do ./makedist.sh $(Version) + +# Build the autogenerated pieces of the main web page. +in puzzles do perl webpage.pl + +ifneq "$(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 + +# Build the Java applets. +delegate nestedvm + in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version) + return puzzles/*.jar +enddelegate + +# Build the Javascript applets. Since my master build machine doesn't +# have the right dependencies installed for Emscripten, I do this by a +# delegation. +in puzzles do mkdir js # so we can tell output .js files from emcc*.js +delegate emscripten + in puzzles do make -f Makefile.emcc OUTPREFIX=js/ clean + in puzzles do make -f Makefile.emcc OUTPREFIX=js/ + return puzzles/js/*.js +enddelegate + +# Build a set of wrapping HTML pages for easy testing of the +# Javascript puzzles. These aren't quite the same as the versions that +# will go on my live website, because those ones will substitute in a +# different footer, and not have to link to the .js files with the +# ../js/ prefix. But these ones should be good enough to just open +# using a file:// URL in a browser after running a build, and make +# sure the main functionality works. +in puzzles do mkdir jstest +in puzzles/jstest do ../html/jspage.pl --jspath=../js/ /dev/null ../html/*.html # Set up .htaccess containing a redirect for the archive filename. in puzzles do echo "AddType application/octet-stream .chm" > .htaccess in puzzles do echo "AddType application/octet-stream .hlp" >> .htaccess in puzzles do echo "AddType application/octet-stream .cnt" >> .htaccess in . do set -- puzzles*.tar.gz; echo RedirectMatch temp '(.*/)'puzzles.tar.gz '$$1'"$$1" >> puzzles/.htaccess -in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.exe '$$1'puzzles-r$(revision)-installer.exe >> .htaccess +in puzzles do echo RedirectMatch temp '(.*/)'puzzles-installer.msi '$$1'puzzles-$(Version)-installer.msi >> .htaccess # Phew, we're done. Deliver everything! deliver puzzles/icons/*-web.png $@ @@ -118,7 +186,14 @@ deliver puzzles/puzzles.chm $@ deliver puzzles/puzzles.hlp $@ deliver puzzles/puzzles.cnt $@ deliver puzzles/puzzles.zip $@ -deliver puzzles/Output/setup.exe puzzles-r$(revision)-installer.exe +deliver puzzles/puzzles.msi puzzles-$(Version)-installer.msi +deliver puzzles/*.jar java/$@ +deliver puzzles/js/*.js js/$@ +deliver puzzles/jstest/*.html jstest/$@ +deliver puzzles/html/*.html html/$@ +deliver puzzles/html/*.pl html/$@ +deliver puzzles/wwwspans.html $@ +deliver puzzles/wwwlinks.html $@ # deliver puzzles/puzzles.armv4.cab $@ # (not built at the moment)