[aur-general] PKGBUILD review
Ryan Whited
dergottdergrunten at gmail.com
Fri Feb 5 18:15:15 UTC 2016
This is actually compiling export templates. After making your game, you
export to your desired platform. To that, you have to use these templates
in the export menu.
On Feb 5, 2016 12:46 PM, "Mark Weiman" <mark.weiman at markzz.com> wrote:
> Can you explain further what this PKGBUILD is for and what it
> accomplishes? Also how does this differ from the godot package. I'm
> having a really hard time understanding what this actually does.
>
> That said, you should also remove any parts that do not apply to Arch
> Linux. This means any Windows parts, any Android parts, any Windows
> parts, etc.
>
> Mark Weiman
>
> On Fri, 2016-02-05 at 00:33 -0500, Ryan Whited wrote:
> > Couldn't figure out how to reply from digest (turned that off now) so
> > I guess I'm starting a new thread. I've completely overhauled the
> > PKGBUILD taking in critiques that I've received and some things I've
> > learned on my own.
> >
> > As before, you can view the PKGBUILD at
> > https://github.com/godofgrunts/arch-PKGBUILDs/blob/master/godot-expor
> > t
> >
> >
> > # Maintainer: Ryan Whited <dergottdergrunten at gmail dot com>
> > @god_of_grunts
> >
> > pkgname=godot-export
> > _rname=godot
> > pkgver=1.1
> > pkgrel=1
> > pkgdesc="Export templates for the stable release of the Godot engine
> > 1.1"
> > url="http://www.godotengine.org"
> > license=('MIT')
> > arch=('i686' 'x86_64')
> > makedepends=('scons' 'mingw-w64-binutils' 'mingw-w64-crt'
> > 'mingw-w64-gcc' 'mingw-w64-headers' 'mingw-w64-headers-bootstrap'
> > 'mingw-w64-winpthreads' 'upx') #'emscripten'
> > depends=('glu' 'libxcursor' 'alsa-lib' 'freetype2' 'mesa')
> > optdepends=('godot: Cannot export without it')
> > conflicts=('godot-export-git' 'godot-git')
> > install=$pkgname.install
> > _arch=''
> > if test "$CARCH" == x86_64; then
> > _arch=('64')
> > else
> > _arch=('32')
> > fi
> >
> > source=("https://github.com/godotengine/godot/archive/${pkgver}-stabl
> > e.tar.gz")
> > md5sums=('87eb2fc3518ce7a27957fada1ba003e9')
> >
> > build() {
> > export MINGW64_PREFIX="x86_64-w64-mingw32-"
> > export MINGW32_PREFIX="i686-w64-mingw32-"
> > #export EMSCRIPTEN_ROOT=/usr/lib/emscripten
> > cores=$(nproc)
> >
> > cd "${srcdir}"/${_rname}-${pkgver}-stable
> >
> > #linux
> > if test _arch == '32'; then
> > scons -j $cores platform=x11 tools=no target=release bits=32
> > #linux_x11_32_release
> > scons -j $cores platform=x11 tools=no target=release_debug
> > bits=32 #linux_x11_32_debug
> > else
> > scons -j $cores platform=x11 tools=no target=release bits=64
> > #linux_x11_64_release
> > scons -j $cores platform=x11 tools=no target=release_debug
> > bits=64 #linux_x11_64_debug
> > fi
> >
> > #linux-server
> > if test _arch == '32'; then
> > scons -j $cores platform=server target=release_debug tools=no
> > bits=32
> > else
> > scons -j $cores platform=server target=release_debug tools=no
> > bits=64
> > fi
> >
> > #Windows
> > export MINGW32_PREFIX="i686-w64-mingw32-"
> > export MINGW64_PREFIX="x86_64-w64-mingw32-"
> >
> > scons -j $cores platform=windows tools=no target=release bits=32
> > #windows_32_release.exe
> > scons -j $cores platform=windows tools=no target=release_debug
> > bits=32 #windows_32_debug.exe
> > scons -j $cores platform=windows tools=no target=release bits=64
> > #windows_64_release.exe
> > scons -j $cores platform=windows tools=no target=release_debug
> > bits=64 #windows_64_debug.exe
> >
> > #OS X
> > #I'll put code here when
> > https://github.com/godotengine/godot/wiki/compiling_osx is updated
> >
> > #Android
> > #Probably should do this yourself, I'm not about to mess with
> > your
> > Android SDK
> > #https://github.com/godotengine/godot/wiki/export_android
> >
> > #WinRT
> > #Can't do this on Linux sorry
> >
> > #Blackberry 10
> > #Currently disabled by Godot
> >
> > #HTML5
> > #Currently broken per https://github.com/godotengine/godot/issues
> > /3510
> > #scons -j $cores platform=javascript tools=no target=release
> > #scons -j $cores platform=javascript tools=no
> > target=release_debug
> >
> > }
> >
> > package() {
> >
> > install -D -m644 "${srcdir}"/${_rname}-${pkgver}-
> > stable/LICENSE.md
> > "${pkgdir}/usr/share/licenses/${_rname}/LICENSE"
> >
> > #Linux
> > if test _arch == '32'; then
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.32
> > ${pkgdir}/usr/lib/godot/linux_x11_32_release
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.32
> > ${pkgdir}/usr/lib/godot/linux_x11_32_debug
> > upx ${pkgdir}/usr/lib/godot/linux_x11_32_release
> > upx ${pkgdir}/usr/lib/godot/linux_x11_32_debug
> > else
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.64
> > ${pkgdir}/usr/lib/godot/linux_x11_64_release
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.64
> > ${pkgdir}/usr/lib/godot/linux_x11_64_debug
> > upx ${pkgdir}/usr/lib/godot/linux_x11_64_release
> > upx ${pkgdir}/usr/lib/godot/linux_x11_64_debug
> > fi
> >
> > #Linux Server
> > if test _arch == '32'; then
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot_server.server.opt.debug.32
> > ${pkgdir}/usr/lib/godot/linux_server_32
> > upx ${pkgdir}/usr/lib/godot/linux_server_32
> > else
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot_server.server.opt.debug.64
> > ${pkgdir}/usr/lib/godot/linux_server_64
> > upx ${pkgdir}/usr/lib/godot/linux_server_64
> > fi
> >
> > #Windows
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.64.exe
> > ${pkgdir}/usr/lib/godot/windows_64_release.exe
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot.windows.opt.debug.64.exe
> > ${pkgdir}/usr/lib/godot/windows_64_debug.exe
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.32.exe
> > ${pkgdir}/usr/lib/godot/windows_32_release.exe
> > install -D -m755
> > "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot.windows.opt.debug.32.exe
> > ${pkgdir}/usr/lib/godot/windows_32_debug.exe
> > upx ${pkgdir}/usr/lib/godot/windows_32_debug.exe
> > upx ${pkgdir}/usr/lib/godot/windows_32_release.exe
> > x86_64-w64-mingw32-strip
> > ${pkgdir}/usr/lib/godot/windows_64_release.exe
> > x86_64-w64-mingw32-strip
> > ${pkgdir}/usr/lib/godot/windows_64_debug.exe
> >
> > #HTML5
> > #cp "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot.javascript.opt.html
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html
> > #cp "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot.javascript.opt.js
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js
> > #cp "${srcdir}"/${_rname}-${pkgver}-
> > stable/tools/html_fs/filesystem.js
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
> >
> > #zip ${pkgdir}/usr/lib/godot/javascript_release.zip
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
> >
> > #cp "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot.javascript.opt.debug.html
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html
> > #cp "${srcdir}"/${_rname}-${pkgver}-
> > stable/bin/godot.javascript.opt.debug.js
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js
> >
> > #zip ${pkgdir}/usr/lib/godot/javascript_debug.zip
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js
> > "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
> > }
> >
>
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