`FetchContent` respects existing installs, and downloads and compiles the libs
if they aren't found.
This is admittedly a little finicky, since this ignores the usual `Find*`
modules provided by CMake, requiring a bit of glue on our side.
But, one upside is that this moves that logic from our CI into the build system,
which can thus benefit other downstream users.
This also opens the door to some improvements in upcoming commits.
Doing this with Bison turned out to be much more painful, however, due to
`FindBISON` providing the specific `bison_target` command; thus, it remains
installed externally, so that it can be picked up by `FindBISON`.
This also bumps our CMake version requirement slightly, though it's
possible that older versions keep working, or could be supported with small patches;
however, our CI doesn't provide anything below 3.31, so we can't check.
Make the common files into an object library, which lets them
be compiled only once (saving 41 build steps)
This also lends itself well to removing the per-program loop,
which simplifies the code somewhat.
`bison -Wall` enables all diagnostics except `-Wcounterexamples`
(added in 3.7; we already pass it), `-Wyacc` (which we do not need),
and `-Wdangling-alias` (added in 3.5).
* Implement warning diagnostic flags for RGBFIX
* `-m/--mbc-type help` prints to stdout
* Support `-m list` as well as `-m help`
* Make invalid `rgbfix -l` characters a fatal error, like other invalid CLI arguments
* Refactor fix/main.cpp into multiple files
* Remove `err` and `warn`, keep `errx` and `warnx`, using them in RGBGFX too
* Separate RGBGFX and RGBLINK warnings/errors from main options
* Separate `report` function into `error` and `fatal` messages
* Implicit newlines for most RGBASM errors
Notable side effects:
* Use the standard-conformant MSVC preproc
* Add test for linker script INCLUDE
* Improve wording of placement conflict errors
* Fix errors from not newline-terminated files
* Teach checkdiff about the linker script doc
* Call linker script "commands" "directives" instead
---------
Co-authored-by: Rangi42 <remy.oukaour+rangi42@gmail.com>
This requires a LOT of tricky code, mostly due to the format itself being,
er, not the most straightforward.
Everything is converted to existing RGBLINK concepts (sections, patches,
etc.), so the core code is essentially unchanged.
(A couple of genuine RGBLINK bugs were uncovered along the way, so some of
the core code *is* changed, notably regarding `SECTION FRAGMENT`s.)
All of this code was clean-roomed, so SDCC's GPLv2 license does not apply.