Merge pull request #215829 from Garmelon/godot-4-better-version-info
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commit
d75ba3d7a2
@ -36,29 +36,20 @@
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assert lib.asserts.assertOneOf "withPrecision" withPrecision [ "single" "double" ];
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assert lib.asserts.assertOneOf "withPrecision" withPrecision [ "single" "double" ];
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let
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let
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options = {
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mkSconsFlagsFromAttrSet = lib.mapAttrsToList (k: v:
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# Options from 'godot/SConstruct'
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if builtins.isString v
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platform = withPlatform;
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then "${k}=${v}"
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target = withTarget;
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else "${k}=${builtins.toJSON v}");
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precision = withPrecision; # Floating-point precision level
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# Options from 'godot/platform/linuxbsd/detect.py'
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pulseaudio = withPulseaudio; # Use PulseAudio
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dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings
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speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support
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fontconfig = withFontconfig; # Use fontconfig for system fonts support
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udev = withUdev; # Use udev for gamepad connection callbacks
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touch = withTouch; # Enable touch events
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};
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in
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in
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stdenv.mkDerivation rec {
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stdenv.mkDerivation rec {
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pname = "godot";
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pname = "godot";
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version = "4.1-stable";
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version = "4.1-stable";
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commitHash = "970459615f6b2b4151742ec6d7ef8559f87fd5c5";
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src = fetchFromGitHub {
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src = fetchFromGitHub {
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owner = "godotengine";
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owner = "godotengine";
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repo = "godot";
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repo = "godot";
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rev = version;
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rev = commitHash;
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hash = "sha256-v9qKrPYQz4c+xkSu/2ru7ZE5EzKVyXhmrxyHZQkng2U=";
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hash = "sha256-v9qKrPYQz4c+xkSu/2ru7ZE5EzKVyXhmrxyHZQkng2U=";
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};
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};
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@ -96,15 +87,44 @@ stdenv.mkDerivation rec {
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enableParallelBuilding = true;
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enableParallelBuilding = true;
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# Options from 'godot/SConstruct' and 'godot/platform/linuxbsd/detect.py'
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# Set the build name which is part of the version. In official downloads, this
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sconsFlags = [ "production=true" ];
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# is set to 'official'. When not specified explicitly, it is set to
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# 'custom_build'. Other platforms packaging Godot (Gentoo, Arch, Flatpack
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# etc.) usually set this to their name as well.
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#
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# See also 'methods.py' in the Godot repo and 'build' in
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# https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info
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BUILD_NAME = "nixpkgs";
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# Required for the commit hash to be included in the version number.
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#
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# `methods.py` reads the commit hash from `.git/HEAD` and manually follows
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# refs. Since we just write the hash directly, there is no need to emulate any
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# other parts of the .git directory.
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#
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# See also 'hash' in
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# https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info
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preConfigure = ''
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preConfigure = ''
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sconsFlags+=" ${
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mkdir -p .git
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lib.concatStringsSep " "
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echo ${commitHash} > .git/HEAD
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(lib.mapAttrsToList (k: v: "${k}=${builtins.toJSON v}") options)
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}"
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'';
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'';
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sconsFlags = mkSconsFlagsFromAttrSet {
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# Options from 'SConstruct'
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production = true; # Set defaults to build Godot for use in production
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platform = withPlatform;
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target = withTarget;
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precision = withPrecision; # Floating-point precision level
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# Options from 'platform/linuxbsd/detect.py'
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pulseaudio = withPulseaudio; # Use PulseAudio
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dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings
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speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support
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fontconfig = withFontconfig; # Use fontconfig for system fonts support
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udev = withUdev; # Use udev for gamepad connection callbacks
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touch = withTouch; # Enable touch events
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};
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outputs = [ "out" "man" ];
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outputs = [ "out" "man" ];
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installPhase = ''
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installPhase = ''
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