* Adding top-level CPACK option
* Setting CMAKE_BUILD_TYPE should always be Cache variables
This initializes CMAKE_CXX_FLAGS_RELEASE during project() correctly. With out
this, changes to CMakeLists.txt may result in a complete rebuild because
CMAKE_BUILD_TYPE wasn't in the cache before, and wasn't respected by project(),
but now it is.
https://cmake.org/pipermail/cmake/2008-September/023808.html
* Always build deb and rpm packages where possible
* Searching for .ttf instead of hard-coding it's full path
1. Now that all the buildroots we need are open-source,
use defconfigs that ship with them instead of rolling our own.
2. New script: Packagaging/OpenDingux/build-all.sh
3. To avoid polluting top-level home directory, buildroot location
changed to `~/devilutionx-buildroot/$BUILDROOT_TARGET`.
4. Move OPK packaging script to its own file. This is to be able
to make a package for devilutionX in the buildroot itself.
I've recently done some massive updates to the buildroot, necessitating
some minor changes to the defconfig here.
Good news: The buildroot use GCC 5.4 and newer binutils, so it now
builds with LTO.
This avoids having to run `prep.sh` every time after starting the container.
The container can be run without arguments to build DevilutionX in release mode.
Clean up unnecessary CMake flags
Make CPU and FPU choice more maintainable
Fix some missing include paths for configure based packages
Make sure SDL_ttf has the proper linker path so it finds the necessary libraries when linking
`set -euo pipefail`
1. Build in `build-amiga` to have a separate Amiga cmake cache.
2. Place downloaded/built dependcies into `build-amiga/deps` instead of the root directory.
3. Instructions for changing file permissions and stack size.
Co-Authored-By: Anders Jenbo <anders@jenbo.dk>
CharisSILB.ttf doesn't load on Amiga, so use LiberationSerif-Bold.ttf
instead as it is more light weight, CharisSILB.ttf still looks better so
it is keept for systems that can handle it.
Start and Select are swapped in this version because Start + D-Pad controls backlight on the GKD350h.
There is nothing to map mouse emulation to in this version because of this but it isn't necessary to play the game.
This version looks uglier than on RG350 because it uses software scaling beacuse the IPU on the GKD350h doesn't work.
1. Makes START a modifier key.
2. Main modifier actions are now displayed as hints while the modifier is pressed.
3. Mouse simulation now available on all controllers:
SELECT + D-Pad to move mouse
SELECT + Left/Right should button to click
START + | Action
---------- | ------
SELECT | Menu
UP | Menu
DOWN | Map
LEFT | Character info
RIGHT | Inventory
B (Bottom) | Spell book
Y (Left) | Quest log
This makes all actions available on controllers without sticks and ZL/ZR.
1. Use RetroFW buildroot directly as it is now open-source.
2. Build in separate build directories.
This lets us build them in parallel and preserves cmake cache across build.
Previously, there was an issue with the RG350 buildroot that necessitated building the entire thing.
That issue has been fixed and we can now build only the minimal set of dependencies (same as we do for RetroFW).