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.
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.
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/
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.
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.
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.
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...
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.
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).