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33 commits

Author SHA1 Message Date
Misa
054c24a7c2 Add official, M&P, no custom levels, and no editor builds to CI
CI builds were added to this repository on the first day it was
released, and haven't really been touched since then. And since then,
2.3 has added NO_CUSTOM_LEVELS, NO_EDITOR, and OFFICIAL_BUILD builds to
the CMake file.

On top of the MAKEANDPLAY define already existing, this means CI
coverage is a bit sparse - covering compile failures for changes made to
most of the codebase, except for Steam and GOG, and not covering compile
failures if certain parts of the code get stripped out. And people do
forget to check for those configurations as well.

These mess of configurations is kind of a wake-up call to refactor and
generalize the code a bit, because we would probably be able to get rid
of at least two of these (Make & Play, and no-custom-levels) by making
it so custom levels behave indistinguishably from the main game. But,
that's something to do in 2.4. At the very least, we should cover these
in CI right now.

On a small note, I had to add a MAKEANDPLAY configure option to the
CMake file to be able to easily configure a Make & Play build from the
CI runner. This option shouldn't really be used otherwise, so I added a
note to it telling people to consider modifying MakeAndPlay.h instead.
2020-12-27 11:18:54 -05:00
Misa
e6238849cb Update commit hash every time it changes, not just when CMake is re-ran
The commit hash is now properly updated every time it gets changed, and
not just when CMake gets re-ran.

For this to work, we need to use a few CMake tricks. We add a custom
target with ADD_CUSTOM_TARGET(), which is apparently always considered
out-of-date (but I had to add a BYPRODUCTS line to get it to actually
work), and we use the target to run a .cmake file every time we build.
Also, VVVVVV needs to depend on this custom target, to ensure that the
game gets built AFTER the version gets generated - otherwise there'll be
an error. So we do an ADD_DEPENDENCIES() after the ADD_EXECUTABLE() for
VVVVVV.

This file, version.cmake, is just the Version.h.out generation that I
added previously, but the important thing about all of this is that if
the contents of Version.h.out doesn't change, and thus if the commit
hash hasn't changed, then CMake will never recompile and relink anything
at all. (At least with the Ninja generator.)

On a small note, since the Version.h.out generation is now a separate
script that is guaranteed to get ran on every single build, while the
Git FIND_PACKAGE() gets ran only at configure time, it is possible for
the cached path of the Git executable to get out of date. Fixing this
requires a simple re-configure (ideally), but in case it wasn't fixed,
the INTERIM_COMMIT and COMMIT_DATE variables would get set to empty
strings instead of containing a value. To prevent this from happening,
I've removed ERROR_QUIET from the EXECUTE_PROCESS() calls in
version.cmake, because it's better to explicitly error if the Git
executable wasn't found than implicitly carry on like nothing happened.
2020-12-26 00:15:47 -05:00
Misa
02a45f9cbc Don't recompile all files when the commit hash is changed
The previous implementation of showing the commit hash on the title
screen used a preprocessor definition added at CMake time to pass the
hash and date. This was passed for every file compiled, so if the date
or hash changed, then every file would be recompiled. This is especially
annoying if you're working on the game and switching branches all the
time - the game has at least 50 source files to recompile!

To fix this, we'll switch to using a generated file, named
Version.h.out, that only gets included by the necessary files (which
there is only one of - Render.cpp). It will be autogenerated by CMake
(by using CONFIGURE_FILE(), which takes a templated file and does a
find-and-replace on it, not unlike C macros), and since there's only one
file that includes it, only one file will need to be recompiled when it
changes.

And also to prevent Version.h.out being a required file, it will only be
included if necessary (i.e. OFFICIAL_BUILD is off). Since the C
preprocessor can't ignore non-existing include files and will always
error on them, I wrapped the #include in an #ifdef VERSION_H_EXISTS, and
CMake will add the VERSION_H_OUT_EXISTS define when generating
Version.h.out. The wrapper is named Version.h, so any file
that #includes the commit hash and date should #include Version.h
instead of Version.h.out.

As an added bonus, I've also made it so CMake will print "This is
interim commit [HASH] (committed [DATE])" at configure time if the game
is going to be compiled with an interim commit hash.

Now, there is also the issue that the commit hash change will only be
noticed in the first place if CMake needs to be re-ran for anything, but
that's a less severe issue than requiring recompilation of 50(!) or so
files.
2020-12-25 20:17:01 -05:00
Misa
d910c5118d Move all fixed-timestep render updates to new file RenderFixed.cpp
As part of fixing #464, I'll need to move these pieces of code around
easily. In #220 I just kind of shoved them awkwardly in whatever
fixed function would be last called in the gamestate loop, which I
shouldn't have done as I've now had to make formal fixed-render
functions anyway. Because these fixed functions need to be called
directly before a render function, and I'm fixing the order to put
render functions in their proper place, so I need to be able to move
these around easily, and making them function calls instead of inlined
makes them easier to manipulate.
2020-12-18 12:01:02 -05:00
Misa
3f76f5164b Replace release mode conditional with OFFICIAL_BUILD
There are probably going to be situations where we'll want to compile in
release mode, but still want the hash and don't want Steam/GOG enabled.
So Ethan can use OFFICIAL_BUILD when tagging major versions of the game.
2020-11-20 21:18:29 -05:00
Misa
ebe074e308 Add commit hash and date to title screen
The commit hash and date are now shown above the version number in the
bottom-right of the title screen. They both automatically go away when
compiled in release mode.

https://cdn.discordapp.com/attachments/717089363896434719/779525976689213480/vvvvvv_with_interim_commit_and_date.png

This is useful to easily figure out which commit someone is on whenever
they report an issue, without having to ask them to do `git show` or
whatever.
2020-11-20 21:18:29 -05:00
leo60228
c646360961 Include SDL2 as system header 2020-11-17 12:17:04 -05:00
Misa
cb2f72fd8e Add XMLUtils.cpp and XMLUtils.h
These XML functions will be useful for de-duplicating copy-pasted XML
handling code, while also making it so elements will get updated in
place instead of being thrown out and starting from scratch every time a
file is saved.
2020-11-03 13:30:53 -05:00
Misa
3f4df82583 Remove TinyXML-1
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).

Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
2020-06-12 15:08:29 -04:00
Misa
b67ac8a43b Add TinyXML2
This adds the TinyXML2 files, as well as updates them in CMakeLists.txt
so it will be compiled in, too. Temporarily, the old TinyXML is kept for
now.
2020-06-12 15:08:29 -04:00
leo60228
9b91047bba Find SDL_mixer.h instead of assuming it's in the same location as SDL.h 2020-06-07 22:40:03 -04:00
leo60228
098fb77611 Set C++ standard to C++98 2020-06-07 22:40:03 -04:00
Misa
d22d08af87 Add C++98/C++03 standards declaration to CMakeFiles.txt
This enforces the C++03 standard for people making pull requests who may
not realize their fancy features are too new and shouldn't be used
(cough, cough, @leo60228).

I did some internet searching and this is what I got from this page:
https://crascit.com/2015/03/28/enabling-cxx11-in-cmake/
2020-06-07 22:39:44 -04:00
Misa
2ef6a056aa Allow for conditional building of Steam and GOG APIs
I think it's a bit silly to always include the Steam and GOG APIs
whenever we build VVVVVV, since the only time they'll ever be used is in
a live build and not a dev build.

So now Steam and GOG are disabled by default. If you want them, you'll
need to add -DSTEAM=ON or -DGOG=ON respectively at CMake time. They're
also both automatically enabled for release builds.
2020-06-01 14:21:06 -04:00
Ethan Lee
ac7ee0e959 Check for GCC7 for implicit-fallthrough support 2020-04-23 15:32:34 -04:00
Misa
ae6c4223e2 Don't add -Werror=implicit-fallthrough for MSVC
MSVC doesn't have a neat equivalent, but most development happens on
Linux anyway with Clang/GCC, so it's fine to leave this error out for
MSVC.
2020-04-17 15:41:48 -04:00
Misa
57f027e478 Add -Werror=implicit-fallthrough to CMakeLists.txt
This turns the implicit-fallthrough warning into a full compile-time
error.

Implicit fallthrough is when you forget a break statement in a
case-switch, thus letting one case fall through into the next case and
causing debugging headaches.

This is different from the good type of fallthrough that you use to have
one case with multiple different names, like so:

    case 0:
    case 1:
    case 2:

In that case, it's obvious that you want to have fallthrough there.
2020-04-17 15:41:48 -04:00
Misa
37a3670dde Rename titlerender.cpp to Render.cpp
This also renames titlerender.h to Render.h, and updates all references
to titlerender.cpp accordingly.
2020-04-04 02:05:41 -04:00
Matt Penny
1b00d12600 Add option to allow custom levels when the editor is disabled 2020-02-09 23:31:44 -05:00
Matt Penny
7d35c5ce4e Add option to compile without the level editor 2020-02-09 23:31:44 -05:00
leo60228
6a17625727
Add support for Unicode rendering (#47)
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
2020-01-31 13:25:37 -05:00
Ethan Lee
6a0ee21082 Untested Haiku port? 2020-01-13 23:31:14 -05:00
Ethan Lee
9758290cf3 Add support for multiple Network backends, stub in GOGNetwork 2020-01-13 11:15:22 -05:00
Ethan Lee
894675c512 Create third_party folder, note it in the license text 2020-01-12 12:54:34 -05:00
Wouter
833b2fbf1d Fix Werror always being enabled 2020-01-11 19:39:40 -05:00
Ethan Lee
a977f49725 Use RPATH for lib folder, use PHYSFS_getBaseDir on all platforms.
The next official VVVVVV build removes 32-bit Linux (like all my other games),
and I need to get rid of the shell script on macOS at some point, so this
basically brings it up to what my other games are doing. Plus, this probably
fixes a bug where someone tries to run their executable away from the root...
2020-01-11 11:23:49 -05:00
Marvin Scholz
1312c10d11 Do not hardcode default macOS SDK path
Doing this is not necessary as CMake already looks up the default one
correctly and in fact breaks whenever you have multiple Xcode versions
installed so Xcode is not called Xcode.app.
(And it does not respect the default Xcode set using xcode-select)

The behavior now is to respect CMAKE_OSX_SYSROOT if set by the
user on the command line. If it's not set, try to use the hardcoded
path to the 10.9 SDK if it's present. If not, warn about the fact
that a different SDK is used.
2020-01-11 09:02:27 -05:00
Rémi Verschelde
d4ee5dec1a CMake: Add ENABLE_WARNINGS and ENABLE_WERROR build options
ENABLE_WARNINGS is enabled by default, with `-Wall` on GCC/Clang and
`/W4` on MSVC.

ENABLE_WERROR is disabled by default, treats warnings as errors.
2020-01-11 08:53:32 -05:00
Charlie Bruce
d6392ccbe3 Move PROJECT line after CMAKE_OSX_DEPLOYMENT_TARGET line
This is suggested by the documentation: https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_DEPLOYMENT_TARGET.html
2020-01-11 05:18:29 +00:00
Charlie Bruce
1a6ce2617a On macOS, use default SDK if version 10.9 is not installed. 2020-01-11 05:18:29 +00:00
Marvin Scholz
eb7920ec47 Add workaround for missing macOS 10.9 SDK 2020-01-10 19:53:11 -05:00
Marvin Scholz
51b2420181 Add partial-availability error on macOS
When building on macOS targeting an older version than the version of
the SDK currently used, this prevents accidentally using APIs that are
too new (introduced in macOS versions newer than the deployment target).
2020-01-10 19:53:11 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00