Loading pkgs/development/tools/godot/4/default.nix +41 −21 Original line number Diff line number Diff line Loading @@ -36,29 +36,20 @@ assert lib.asserts.assertOneOf "withPrecision" withPrecision [ "single" "double" ]; let options = { # Options from 'godot/SConstruct' platform = withPlatform; target = withTarget; precision = withPrecision; # Floating-point precision level # Options from 'godot/platform/linuxbsd/detect.py' pulseaudio = withPulseaudio; # Use PulseAudio dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support fontconfig = withFontconfig; # Use fontconfig for system fonts support udev = withUdev; # Use udev for gamepad connection callbacks touch = withTouch; # Enable touch events }; mkSconsFlagsFromAttrSet = lib.mapAttrsToList (k: v: if builtins.isString v then "${k}=${v}" else "${k}=${builtins.toJSON v}"); in stdenv.mkDerivation rec { pname = "godot"; version = "4.1-stable"; commitHash = "970459615f6b2b4151742ec6d7ef8559f87fd5c5"; src = fetchFromGitHub { owner = "godotengine"; repo = "godot"; rev = version; rev = commitHash; hash = "sha256-v9qKrPYQz4c+xkSu/2ru7ZE5EzKVyXhmrxyHZQkng2U="; }; Loading Loading @@ -96,15 +87,44 @@ stdenv.mkDerivation rec { enableParallelBuilding = true; # Options from 'godot/SConstruct' and 'godot/platform/linuxbsd/detect.py' sconsFlags = [ "production=true" ]; # Set the build name which is part of the version. In official downloads, this # is set to 'official'. When not specified explicitly, it is set to # 'custom_build'. Other platforms packaging Godot (Gentoo, Arch, Flatpack # etc.) usually set this to their name as well. # # See also 'methods.py' in the Godot repo and 'build' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info BUILD_NAME = "nixpkgs"; # Required for the commit hash to be included in the version number. # # `methods.py` reads the commit hash from `.git/HEAD` and manually follows # refs. Since we just write the hash directly, there is no need to emulate any # other parts of the .git directory. # # See also 'hash' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info preConfigure = '' sconsFlags+=" ${ lib.concatStringsSep " " (lib.mapAttrsToList (k: v: "${k}=${builtins.toJSON v}") options) }" mkdir -p .git echo ${commitHash} > .git/HEAD ''; sconsFlags = mkSconsFlagsFromAttrSet { # Options from 'SConstruct' production = true; # Set defaults to build Godot for use in production platform = withPlatform; target = withTarget; precision = withPrecision; # Floating-point precision level # Options from 'platform/linuxbsd/detect.py' pulseaudio = withPulseaudio; # Use PulseAudio dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support fontconfig = withFontconfig; # Use fontconfig for system fonts support udev = withUdev; # Use udev for gamepad connection callbacks touch = withTouch; # Enable touch events }; outputs = [ "out" "man" ]; installPhase = '' Loading Loading
pkgs/development/tools/godot/4/default.nix +41 −21 Original line number Diff line number Diff line Loading @@ -36,29 +36,20 @@ assert lib.asserts.assertOneOf "withPrecision" withPrecision [ "single" "double" ]; let options = { # Options from 'godot/SConstruct' platform = withPlatform; target = withTarget; precision = withPrecision; # Floating-point precision level # Options from 'godot/platform/linuxbsd/detect.py' pulseaudio = withPulseaudio; # Use PulseAudio dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support fontconfig = withFontconfig; # Use fontconfig for system fonts support udev = withUdev; # Use udev for gamepad connection callbacks touch = withTouch; # Enable touch events }; mkSconsFlagsFromAttrSet = lib.mapAttrsToList (k: v: if builtins.isString v then "${k}=${v}" else "${k}=${builtins.toJSON v}"); in stdenv.mkDerivation rec { pname = "godot"; version = "4.1-stable"; commitHash = "970459615f6b2b4151742ec6d7ef8559f87fd5c5"; src = fetchFromGitHub { owner = "godotengine"; repo = "godot"; rev = version; rev = commitHash; hash = "sha256-v9qKrPYQz4c+xkSu/2ru7ZE5EzKVyXhmrxyHZQkng2U="; }; Loading Loading @@ -96,15 +87,44 @@ stdenv.mkDerivation rec { enableParallelBuilding = true; # Options from 'godot/SConstruct' and 'godot/platform/linuxbsd/detect.py' sconsFlags = [ "production=true" ]; # Set the build name which is part of the version. In official downloads, this # is set to 'official'. When not specified explicitly, it is set to # 'custom_build'. Other platforms packaging Godot (Gentoo, Arch, Flatpack # etc.) usually set this to their name as well. # # See also 'methods.py' in the Godot repo and 'build' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info BUILD_NAME = "nixpkgs"; # Required for the commit hash to be included in the version number. # # `methods.py` reads the commit hash from `.git/HEAD` and manually follows # refs. Since we just write the hash directly, there is no need to emulate any # other parts of the .git directory. # # See also 'hash' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info preConfigure = '' sconsFlags+=" ${ lib.concatStringsSep " " (lib.mapAttrsToList (k: v: "${k}=${builtins.toJSON v}") options) }" mkdir -p .git echo ${commitHash} > .git/HEAD ''; sconsFlags = mkSconsFlagsFromAttrSet { # Options from 'SConstruct' production = true; # Set defaults to build Godot for use in production platform = withPlatform; target = withTarget; precision = withPrecision; # Floating-point precision level # Options from 'platform/linuxbsd/detect.py' pulseaudio = withPulseaudio; # Use PulseAudio dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support fontconfig = withFontconfig; # Use fontconfig for system fonts support udev = withUdev; # Use udev for gamepad connection callbacks touch = withTouch; # Enable touch events }; outputs = [ "out" "man" ]; installPhase = '' Loading