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cmake_minimum_required(VERSION 3.13)
project(WEP C)
find_package(SDL2 REQUIRED)
add_subdirectory(cards)
include_directories(cards)
if(NOT MSVC)
add_compile_options(-Wall -Wextra -pedantic)
endif()
set(games sol freecell)
set(tools exe2ico ico2png)
foreach(game ${games})
add_executable(${game} MACOSX_BUNDLE ${game}.c)
target_link_libraries(${game} cards)
# Work around possible bugs in SDL2Config.cmake
if(MINGW)
target_link_libraries(${game} mingw32)
set_target_properties(${game} PROPERTIES WIN32_EXECUTABLE 1)
endif()
target_link_libraries(${game} SDL2::SDL2main SDL2::SDL2)
# Avoid conflicting with SOL.EXE, FREECELL.EXE on Windows
if(WIN32)
set_target_properties(${game} PROPERTIES OUTPUT_NAME wep${game})
endif()
set_target_properties(
${game} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST
${CMAKE_CURRENT_SOURCE_DIR}/MacOSXBundleInfo.plist.in
)
endforeach()
if(APPLE)
set_target_properties(sol PROPERTIES OUTPUT_NAME Solitaire)
set_target_properties(freecell PROPERTIES OUTPUT_NAME FreeCell)
endif()
foreach(tool ${tools})
add_executable(${tool} EXCLUDE_FROM_ALL tools/${tool}.c)
target_link_libraries(${tool} SDL2::SDL2)
endforeach()
set(
WEP_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} CACHE PATH
"Directory containing WEP DLLs and EXEs"
)
set(
SOL_DIRECTORY ${WEP_DIRECTORY} CACHE PATH
"Directory containing SOL.EXE"
)
set(cards_dll ${WEP_DIRECTORY}/CARDS.DLL)
if(NOT EXISTS ${cards_dll})
set(cards_dll ${SOL_DIRECTORY}/SOL.EXE)
endif()
if(EXISTS ${cards_dll})
foreach(game ${games})
target_sources(${game} PRIVATE ${cards_dll})
set_target_properties(${game} PROPERTIES RESOURCE ${cards_dll})
endforeach()
endif()
set(freecell_exe ${WEP_DIRECTORY}/FREECELL.EXE)
if(EXISTS ${freecell_exe})
target_sources(freecell PRIVATE ${freecell_exe})
set_target_properties(
freecell PROPERTIES RESOURCE "${cards_dll};${freecell_exe}"
)
endif()
foreach(game ${games})
string(TOUPPER ${game} shouting)
set(game_exe ${WEP_DIRECTORY}/${shouting}.EXE)
if(NOT EXISTS ${game_exe})
continue()
endif()
add_custom_command(
OUTPUT ${shouting}.ICO
COMMAND exe2ico ${game_exe}
DEPENDS ${game_exe}
VERBATIM
)
if(APPLE)
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/${game}.iconset)
foreach(scale 1 2 4 8 16)
math(EXPR size "32 * ${scale}")
add_custom_command(
OUTPUT ${game}.iconset/icon_${size}x${size}.png
COMMAND ico2png
${shouting}.ICO ${scale}x
${game}.iconset/icon_${size}x${size}.png
DEPENDS ${shouting}.ICO
VERBATIM
)
endforeach()
add_custom_command(
OUTPUT ${game}.icns
COMMAND iconutil -c icns ${game}.iconset
DEPENDS
${game}.iconset/icon_32x32.png
${game}.iconset/icon_64x64.png
${game}.iconset/icon_128x128.png
${game}.iconset/icon_256x256.png
${game}.iconset/icon_512x512.png
VERBATIM
)
target_sources(${game} PRIVATE ${game}.icns)
get_property(game_resource TARGET ${game} PROPERTY RESOURCE)
set_target_properties(
${game} PROPERTIES
RESOURCE "${game_resource};${game}.icns"
MACOSX_BUNDLE_ICON_FILE ${game}.icns
)
elseif(WIN32)
file(
GENERATE OUTPUT ${game}.rc
CONTENT "IDI_ICON1 ICON DISCARDABLE \"${shouting}.ICO\"\n"
)
target_sources(${game} PRIVATE ${game}.rc ${shouting}.ICO)
endif()
endforeach()
install(TARGETS ${games} BUNDLE DESTINATION /Applications)
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