wesnoth/.gitignore

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# stderr.txt output + copies
stderr*.txt
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stdout*.txt
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# project files
.*project
Project.*
# Makefiles
Makefile
Makefile.in
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# cmake
CMakeFiles
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CMakeLists.txt.user*
cmake_install.cmake
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CPack*Config.cmake
uninstall.cmake
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CMakeCache.txt
install_manifest.txt
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out/**/*
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CTestTestfile.cmake
DartConfiguration.tcl
Testing/*
doc/CTestTestfile.cmake
doc/design/CTestTestfile.cmake
doc/man/CTestTestfile.cmake
doc/manual/CTestTestfile.cmake
src/CTestTestfile.cmake
src/Testing/
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# scons
.scons-option-cache
*sconsign.dblite
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.sconf_temp
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buildlog.txt
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# XCode
projectfiles/Xcode/**/build
projectfiles/Xcode/**/DerivedData
projectfiles/Xcode/**/Headers
projectfiles/Xcode/**/temp
projectfiles/Xcode/**/Index
projectfiles/Xcode/**/Wesnoth.dmgCanvas
projectfiles/Xcode/**/*.mode1v3
projectfiles/Xcode/**/*.pbxuser
projectfiles/Xcode/**/xcuserdata
projectfiles/Xcode/**/*.xcworkspace
!projectfiles/Xcode/**/project.pbxproj
# CodeBlocks
projectfiles/**/.clang
projectfiles/**/cb
projectfiles/**/wesnoth.tags
projectfiles/**/wesnoth.workspace.*
projectfiles/**/*.depend
projectfiles/**/*.layout
projectfiles/**/*_build_log.html
projectfiles/**/*objs*
# Visual Studio
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.vscode
/.vs
Use cmake to create VS project files. Due to an upstream change in vcpkg that breaks the simple integration previously available with `vcpkg integrate install`, building using that setup method is no longer possible. In order to work correctly, cmake must instead be used to generate the VS project files, since that is able to integrate with vcpkg, since vcpkg also uses cmake to build all the library dependencies. An additional benefit of this is that it will no longer be necessary to separately update the VS project files since it will read the same source_lists files as cmake (on linux) and scons do. This also enables running the WML unit tests on Windows with this in order to confirm that a valid wesnoth.exe is in fact being generated as well as fixes building the boost unit tests. The warning level for both release and debug builds are now at level three, the remaining warnings have been fixed, and therefore strict builds have been enabled - any warning will now cause the build to fail, just like for the linux jobs. Known issues: * The boost unit tests don't actually run successfully - they fail on CI at least with an exit code on 201 - however I don't know if this is a real problem or just a problem with running headless on CI. * The debug build doesn't quite work since the executables are built against the non-debug dlls but cmake copies over the debug dlls into the output directory. For now this can be worked around by copying the release dlls into the debug directory. * The instructions in INSTALL.md are not very good since I don't use Windows and thus can't write anything more detailed. Ideally someone who uses Windows can add more detailed step by step instructions at some point. Fixes #5741
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vcpkg_installed/
*.vcxproj
*.vcxproj.filters
doc/**/*.vcxproj
doc/**/*.vcxproj.filters
src/**/*.vcxproj
src/**/*.vcxproj.filters
vcpkg-manifest-install.log
# CLion
/.idea
cmake-build-debug
cmake-build-release
# eclipse
.settings
!utils/umc_dev/org.wesnoth*/.settings/
!utils/umc_dev/org.wesnoth*/.project
# KDevelop caches (KDevelop 4.3.1, KDE Development Platform 4.8.4).
*.kate-swp
# autotools
config.h
config.h.in
config.log
config.status
configure
configure.lineno
aclocal.m4
autom4te.cache
stamp-h1
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# build directories
/wesnoth*
/wesnothd*
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/campaignd*
/cutter*
cutter/
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/exploder*
/build/
Release
Debug
ReleaseDEBUG
Test_Debug
Test_Release
Debug (fast)
tags
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/schema_generator*
/schema_validator*
/create_images*
/wesmage*
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pgo_data/
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# build results etc.
wesnoth_zip
wesnoth.exp
wesnoth.ilk
wesnoth.lib
wesnoth.ncb
wesnoth.suo
wesnoth.opt
wesnoth.plg
*.exe
*.dll
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*.so
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# library files
.libs
[Ll]ib
!data/ai/formula/lib/
!src/gui/lib/
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# release-only directories
translations
userdata
# testing
/test*
/boost_unit_tests*
!/test_wrapper.sh
src/test
error*.log
boost_test_result.xml
*build*.sh
boost_tests.log
# translations
locales
make_translation
merge_translations
*.gmo
po/wesnoth*/POTFILES*
po/**/pot-update.sh
po/**/stamp-po
po/**/remove-potcdate.s*
po/**/Makefile*
!po/wesnoth-manpages/Makefile
!po/wesnoth-manual/Makefile
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# tools
data/tools/unit_tree/**/files
data/tools/unit_tree/**/reports
data/tools/unit_tree/**/Locale
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data/tools/macro_reference.html
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about.wiki
# doc
doc/doxygen/html
doc/manual/**/*.xml
# keep src clean from tools
src/**/wesnoth/
src/**/exploder
src/**/wesnoth_addon_manager
src/**/wmllint
src/**/wmlscope
src/**/wmlindent
# file for loading lua from within test scenario on-the-fly
data/lua/**/code.lua
# previous .gitignore files
po/**/.gitignore
images/**/.gitignore
data/core/images/**/.gitignore
data/campaigns/**/images/**/.gitignore
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# OS created files
.DS_Store
[Tt]humbs.db
*Neuer Ordner*
.directory
fonts/.uuid
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# extensions
*.pyc
*.sw[po]
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*.pbl
*.xhtml
*.[ao]
*.out
*~
.deps
.dirstamp
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*.cfg-bak
*.orig
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# might be good to have, but not in data
data/**/*.xcf
data/**/*.psd
# uncategorized
revision*
config.h
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6not
.kdev*
callgrind.out.*
data/dist
clean.sh
Refactor the preferences into a proper singleton. (#8930) The current preferences handling is a mess: * it's essentially a global config object that anything can modify in any way the caller wants, which is managed across multiple source files which have their own oddities and interdependencies. * the general preferences has its own bit of SDL event handling and while I get the idea behind `events::sdl_handler` there's no reason to have SDL events handled in the preferences instead of just calling the relevant preferences setter for each event when it happens. * the general preferences is where most of the preferences are handled and has its `base_manager` struct, which is part of the `manager` struct in the game preferences, which is then implicitly initialized as part of game_launcher's constructor. * the editor preferences are the only preferences in a sub-namespace `preferences::editor` while all other preferences are just in the `preferences` namespace. * the display, editor, and lobby preferences are all dependent on including the game preferences, the credentials are dependent on including the general preferences (but not the game preferences), the game preferences are dependent on including the general preferences, and the advanced preferences are entirely their own thing which is dependent on none of the other preference functionality and manages its own singleton. * nothing checks whether the preferences file has actually been loaded before allowing values to be read from or written to the preferences config - if you attempt to get a value too early in wesnoth's initialization it will silently just give you whatever the default value for that preference happens to be. With this there is instead a single access point (with exceptions handled via friend functions/classes), all predefined preferences are accessed via their own setter/getter, and all mainline preferences are defined in a single file (preference_list.hpp) so it's easily findable what preferences exist and where they're used. Having the list of all mainline preferences listed out also allows the lua preferences API to provide that full list rather than just the list of the preferences that have been set so far. Also it now checks for whether the location of the preferences file is known before attempting to load the preferences file and asserts if someone attempts to use the preferences too early.
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widgets_tested.log
# clangd cache
.cache/clangd