solvespace/res/CMakeLists.txt

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CMake
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Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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# First, set up registration functions for the kinds of resources we handle.
set(resource_root ${CMAKE_CURRENT_SOURCE_DIR}/)
set(resource_list)
if(WIN32)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/win32/versioninfo.rc.in
${CMAKE_CURRENT_BINARY_DIR}/win32/versioninfo.rc)
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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set(rc_file ${CMAKE_CURRENT_BINARY_DIR}/resources.rc)
file(WRITE ${rc_file} "// Autogenerated; do not edit\n")
file(APPEND ${rc_file} "#include <windows.h>\n")
file(APPEND ${rc_file} "#include \"${CMAKE_CURRENT_BINARY_DIR}/win32/versioninfo.rc\"\n")
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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function(add_resource name)
set(source ${CMAKE_CURRENT_SOURCE_DIR}/${name})
if(${ARGC} GREATER 1)
set(id ${ARGV1})
else()
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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string(REPLACE ${resource_root} "" id ${source})
endif()
if(${ARGC} GREATER 2)
set(type ${ARGV2})
else()
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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set(type RCDATA)
endif()
file(SHA512 "${source}" hash)
file(APPEND ${rc_file} "${id} ${type} \"${source}\" // ${hash}\n")
# CMake doesn't track file dependencies across directories, so we force
# a reconfigure (which changes the RC file because of the hash above)
# every time a resource is changed.
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${source}")
endfunction()
elseif(APPLE)
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set(app_resource_dir ${CMAKE_BINARY_DIR}/Resources)
set(cli_resource_dir ${CMAKE_BINARY_DIR}/res)
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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function(add_resource name)
set(source ${CMAKE_CURRENT_SOURCE_DIR}/${name})
set(target_app ${app_resource_dir}/${name})
set(target_cli ${cli_resource_dir}/${name})
set(resource_list "${resource_list};${target_app};${target_cli}" PARENT_SCOPE)
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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get_filename_component(target_app_dir ${target_app} DIRECTORY)
get_filename_component(target_cli_dir ${target_cli} DIRECTORY)
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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add_custom_command(
OUTPUT ${target_app} ${target_cli}
COMMAND ${CMAKE_COMMAND} -E make_directory ${target_app_dir}
COMMAND ${CMAKE_COMMAND} -E copy ${source} ${target_app}
COMMAND ${CMAKE_COMMAND} -E make_directory ${target_cli_dir}
COMMAND ${CMAKE_COMMAND} -E copy ${source} ${target_cli}
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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COMMENT "Copying resource ${name}"
DEPENDS ${source}
VERBATIM)
endfunction()
function(add_xib name)
set(source ${CMAKE_CURRENT_SOURCE_DIR}/${name})
get_filename_component(basename ${name} NAME_WE)
set(target ${app_resource_dir}/${basename}.nib)
set(resource_list "${resource_list};${target}" PARENT_SCOPE)
add_custom_command(
OUTPUT ${target}
COMMAND ${CMAKE_COMMAND} -E make_directory ${app_resource_dir}
COMMAND ibtool --errors --warnings --notices --output-format human-readable-text
--compile ${target} ${source}
COMMENT "Building Interface Builder file ${name}"
DEPENDS ${source}
VERBATIM)
endfunction()
function(add_iconset name)
set(source ${CMAKE_CURRENT_SOURCE_DIR}/${name})
get_filename_component(basename ${name} NAME_WE)
set(target ${app_resource_dir}/${basename}.icns)
set(resource_list "${resource_list};${target}" PARENT_SCOPE)
add_custom_command(
OUTPUT ${target}
COMMAND ${CMAKE_COMMAND} -E make_directory ${app_resource_dir}
COMMAND iconutil -c icns -o ${target} ${source}
COMMENT "Building icon set ${name}"
DEPENDS ${source}
VERBATIM)
endfunction()
else() # Unix
include(GNUInstallDirs)
set(app_resource_dir ${CMAKE_BINARY_DIR}/res)
function(add_resource name)
set(source ${CMAKE_CURRENT_SOURCE_DIR}/${name})
set(target ${app_resource_dir}/${name})
set(resource_list "${resource_list};${target}" PARENT_SCOPE)
get_filename_component(target_dir ${target} DIRECTORY)
add_custom_command(
OUTPUT ${target}
COMMAND ${CMAKE_COMMAND} -E make_directory ${target_dir}
COMMAND ${CMAKE_COMMAND} -E copy ${source} ${target}
COMMENT "Copying resource ${name}"
DEPENDS ${source}
VERBATIM)
get_filename_component(name_dir ${name} DIRECTORY)
install(FILES ${source}
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/solvespace/${name_dir})
endfunction()
endif()
function(add_resources)
foreach(name ${ARGN})
add_resource(${name})
set(resource_list "${resource_list}" PARENT_SCOPE)
endforeach()
endfunction()
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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# Second, register all resources.
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if(WIN32)
add_resource(win32/icon.ico 4000 ICON)
add_resource(win32/manifest.xml 1 RT_MANIFEST)
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elseif(APPLE)
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add_iconset (cocoa/AppIcon.iconset)
add_xib (cocoa/MainMenu.xib)
add_xib (cocoa/SaveFormatAccessory.xib)
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else()
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add_resource(freedesktop/solvespace-48x48.png)
if(FLATPAK)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/freedesktop/solvespace-flatpak.desktop.in
${CMAKE_CURRENT_BINARY_DIR}/freedesktop/solvespace-flatpak.desktop)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/freedesktop/solvespace-flatpak.desktop
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/applications
RENAME com.solvespace.SolveSpace.desktop)
install(FILES freedesktop/solvespace-flatpak-mime.xml
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/mime/packages
RENAME com.solvespace.SolveSpace-slvs.xml)
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install(FILES freedesktop/solvespace-scalable.svg
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/apps
RENAME com.solvespace.SolveSpace.svg)
install(FILES freedesktop/solvespace-scalable.svg
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/mimetypes
RENAME com.solvespace.SolveSpace.svg)
foreach(SIZE 16x16 24x24 32x32 48x48)
install(FILES freedesktop/solvespace-${SIZE}.png
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/${SIZE}/apps
RENAME com.solvespace.SolveSpace.png)
install(FILES freedesktop/solvespace-${SIZE}.png
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/${SIZE}/mimetypes
RENAME com.solvespace.SolveSpace.png)
endforeach()
elseif(SNAP)
install(FILES ${CMAKE_CURRENT_SOURCE_DIR}/freedesktop/solvespace-snap.desktop
DESTINATION /
RENAME solvespace.desktop)
# snapd does not support registering new mime types
install(FILES freedesktop/solvespace-scalable.svg
DESTINATION /meta/icons/hicolor/scalable/apps
RENAME snap.solvespace.svg)
foreach(SIZE 16x16 24x24 32x32 48x48)
install(FILES freedesktop/solvespace-${SIZE}.png
DESTINATION /meta/icons/hicolor/${SIZE}/apps
RENAME snap.solvespace.png)
endforeach()
else()
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/freedesktop/solvespace.desktop.in
${CMAKE_CURRENT_BINARY_DIR}/freedesktop/solvespace.desktop)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/freedesktop/solvespace.desktop
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/applications)
install(FILES freedesktop/solvespace-mime.xml
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/mime/packages
RENAME solvespace-slvs.xml)
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install(FILES freedesktop/solvespace-scalable.svg
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/apps
RENAME solvespace.svg)
install(FILES freedesktop/solvespace-scalable.svg
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/mimetypes
RENAME application.x-solvespace.svg)
foreach(SIZE 16x16 24x24 32x32 48x48)
install(FILES freedesktop/solvespace-${SIZE}.png
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/${SIZE}/apps
RENAME solvespace.png)
install(FILES freedesktop/solvespace-${SIZE}.png
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/${SIZE}/mimetypes
RENAME application.x-solvespace.png)
endforeach()
foreach(SIZE 16x16 24x24 32x32 48x48)
install(FILES freedesktop/solvespace-${SIZE}.xpm
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/pixmaps)
endforeach()
endif()
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endif()
add_resources(
banner.txt
icons/graphics-window/angle.png
icons/graphics-window/arc.png
icons/graphics-window/assemble.png
icons/graphics-window/bezier.png
icons/graphics-window/circle.png
icons/graphics-window/construction.png
icons/graphics-window/equal.png
icons/graphics-window/extrude.png
icons/graphics-window/helix.png
icons/graphics-window/horiz.png
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icons/graphics-window/image.png
icons/graphics-window/in3d.png
icons/graphics-window/lathe.png
icons/graphics-window/length.png
icons/graphics-window/line.png
icons/graphics-window/ontoworkplane.png
icons/graphics-window/other-supp.png
icons/graphics-window/parallel.png
icons/graphics-window/perpendicular.png
icons/graphics-window/pointonx.png
icons/graphics-window/point.png
icons/graphics-window/rectangle.png
icons/graphics-window/ref.png
icons/graphics-window/revolve.png
icons/graphics-window/same-orientation.png
icons/graphics-window/sketch-in-3d.png
icons/graphics-window/sketch-in-plane.png
icons/graphics-window/step-rotate.png
icons/graphics-window/step-translate.png
icons/graphics-window/symmetric.png
icons/graphics-window/tangent-arc.png
icons/graphics-window/text.png
icons/graphics-window/trim.png
icons/graphics-window/vert.png
icons/text-window/constraint.png
icons/text-window/construction.png
icons/text-window/edges.png
icons/text-window/faces.png
icons/text-window/occluded-visible.png
icons/text-window/occluded-stippled.png
icons/text-window/occluded-invisible.png
icons/text-window/mesh.png
icons/text-window/normal.png
icons/text-window/outlines.png
icons/text-window/point.png
icons/text-window/shaded.png
icons/text-window/workplane.png
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locales.txt
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locales/de_DE.po
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locales/en_US.po
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locales/fr_FR.po
2017-01-07 16:37:23 +00:00
locales/uk_UA.po
locales/tr_TR.po
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locales/ru_RU.po
2020-09-28 05:15:34 +00:00
locales/zh_CN.po
fonts/unifont.hex.gz
fonts/private/0-check-false.png
fonts/private/1-check-true.png
fonts/private/2-radio-false.png
fonts/private/3-radio-true.png
fonts/private/4-stipple-dot.png
fonts/private/5-stipple-dash-long.png
fonts/private/6-stipple-dash.png
fonts/private/7-stipple-zigzag.png
fonts/unicode.lff.gz
fonts/BitstreamVeraSans-Roman-builtin.ttf
shaders/imesh.frag
shaders/imesh.vert
shaders/imesh_point.frag
shaders/imesh_point.vert
shaders/imesh_tex.frag
shaders/imesh_texa.frag
shaders/imesh_tex.vert
shaders/mesh.frag
shaders/mesh.vert
shaders/mesh_fill.frag
shaders/mesh_fill.vert
shaders/edge.frag
shaders/edge.vert
shaders/outline.vert
threejs/three-r111.min.js.gz
threejs/hammer-2.0.8.js.gz
threejs/SolveSpaceControls.js)
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
2016-04-21 15:54:18 +00:00
# Third, distribute the resources.
add_custom_target(resources
DEPENDS ${resource_list})
if(WIN32)
set_property(TARGET resources PROPERTY EXTRA_SOURCES ${rc_file})
endif()