Extract strings from all wx sources, not just the enabled ones.
Ignore comments in the generated pot when checking if it was updated, we
don't care about just changes in line numbers.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Remove po/update_pot.sh and generate the gettext .pot source
automatically in cmake on every build instead.
If the .pot is actually updated, print a loud message at the end of the
build to commit the result and push to transifex.
Fix the gettext tools and package loading block to only run when
ENABLE_NLS is enabled and find the xgettext and msginit binaries in the
Windows case as well. xgettext is used to generate the .pot.
Refactor the SRC_WX/HDR_WX/RES_WX/XRC_SOURCES handling to use only
relative paths and move all generated files into RES_WX. This was
necessary to generate the .pot from cmake.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Fix issues with {sav,load}ing e-Reader `Dot Code`.
If `Dot Code` file is not specified, it tries to continually read it and does not accept input.
In Japanese (very likely other languages as well), the path of `Dot Code` file is garbled
internally due to failing conversion to UTF-8.
Use ENV{MSYSTEM_PREFIX} instead of ENV{MSYSTEM} to check for msys2 as
that is more reliable.
Generate the translations.zip when building for Windows from the
generated .gmo files.
Add the UPSTREAM_RELEASE option to perform some additional release
automation steps:
- Codesign for Windows with either the Visual Studio signtool or
osslsigncode when using MinGW.
- On Windows zip up the .exe into the appropriate zip file for release.
- Generate the gpg signature .asc files for the translations zip and the
.exe zip on Windows.
- On Mac codesign the app, zip it and sign the zip.
- On all platforms try to strip the binary.
Remove the release automation steps from the builder script as they are
now in cmake.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Use the SDL GameController API with SDL events instead of polling
manually. Run SDL_PollEvent() in the panel OnIdle().
The API to the GUI remains the same, the sending of wxSDLJoyEvent
events. Except there are no more hat events, we just use the
GameController buttons. Also the GUI now has to make arrangements for
wxSDLJoy::Poll() to be called periodically, for the config dialog this
is done with a timer.
All Xbox 360 controller buttons and axes are now in the defaults, and
the SDL GameController API will map them to the appropriate keys on
other controllers.
As a consequence of using SDL events, controller attach/detach from the
system is now also handled correctly. It is no longer necessary to have
the controller attached and turned on when the program launches.
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Update the po files with the transifex client and do a msgmerge.
Replace cmake/FindGettext.cmake with the current version, and fix a bug
in it that would not allow files with multiple periods such as
zh_TW.Big5.po. Also disable msgmerge in GETTEXT_CREATE_TRANSLATIONS
otherwise it would create too many very spammy commits.
Replace language list in po/wxvbam/CMakeLists.txt (where the .pot and
.po files are) with a list made with file(GLOB ...), so that all the new
languages are pulled in.
When determining gcc/clang flags, save resulting C flags as MY_C_FLAGS,
C++ flags as MY_CXX_FLAGS, and linker flags as MY_C_LINKER_FLAGS, then
use them in the Wx OpenGL compile test.
This fixes the test erroneously failing on git mxe on mac.
Also, don't use -fPIC on Win32, set Wx defines separately from the test,
and save all CMAKE_REQUIRED_* variables before the test and restore them
afterwards.