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"linuxbsd", withPrecision ? "single", withPulseaudio ? true, @@ -49,148 +53,204 @@ let mkSconsFlagsFromAttrSet = lib.mapAttrsToList ( k: v: if builtins.isString v then "${k}=${v}" else "${k}=${builtins.toJSON v}" ); + + suffix = if withMono then "-mono" else ""; + + attrs = rec { + pname = "godot4${suffix}"; + version = "4.3-stable"; + commitHash = "77dcf97d82cbfe4e4615475fa52ca03da645dbd8"; + + src = fetchFromGitHub { + owner = "godotengine"; + repo = "godot"; + rev = commitHash; + hash = "sha256-v2lBD3GEL8CoIwBl3UoLam0dJxkLGX0oneH6DiWkEsM="; + }; + + outputs = [ + "out" + "man" + ]; + separateDebugInfo = 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 = + '' + mkdir -p .git + echo ${commitHash} > .git/HEAD + '' + + lib.optionalString withMono '' + dotnet restore modules/mono/glue/GodotSharp/GodotSharp.sln + dotnet restore modules/mono/editor/GodotTools/GodotTools.sln + dotnet restore modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk.sln + ''; + + # From: https://github.com/godotengine/godot/blob/4.2.2-stable/SConstruct + sconsFlags = mkSconsFlagsFromAttrSet { + # Options from 'SConstruct' + precision = withPrecision; # Floating-point precision level + production = true; # Set defaults to build Godot for use in production + platform = withPlatform; + target = withTarget; + debug_symbols = true; + + # Options from 'platform/linuxbsd/detect.py' + dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings + fontconfig = withFontconfig; # Use fontconfig for system fonts support + pulseaudio = withPulseaudio; # Use PulseAudio + speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support + touch = withTouch; # Enable touch events + udev = withUdev; # Use udev for gamepad connection callbacks + wayland = withWayland; # Compile with Wayland support + x11 = withX11; # Compile with X11 support + + module_mono_enabled = withMono; + }; + + enableParallelBuilding = true; + + strictDeps = true; + + depsBuildBuild = lib.optionals (stdenv.buildPlatform != stdenv.hostPlatform) [ + buildPackages.stdenv.cc + pkg-config + ]; + + nativeBuildInputs = + [ + autoPatchelfHook + installShellFiles + pkg-config + scons + ] + ++ lib.optionals withWayland [ wayland-scanner ] + ++ lib.optionals withMono [ + dotnet-sdk_8 + makeWrapper + ]; + + postBuild = lib.optionalString withMono '' + echo "Generating Glue" + if [[ ${withPrecision} == *double* ]]; then + bin/godot.${withPlatform}.${withTarget}.${withPrecision}.x86_64.mono --headless --generate-mono-glue modules/mono/glue + else + bin/godot.${withPlatform}.${withTarget}.x86_64.mono --headless --generate-mono-glue modules/mono/glue + fi + echo "Building C#/.NET Assemblies" + python modules/mono/build_scripts/build_assemblies.py --godot-output-dir bin --precision=${withPrecision} + ''; + + runtimeDependencies = + [ + alsa-lib + libGL + vulkan-loader + ] + ++ lib.optionals withX11 [ + libX11 + libXcursor + libXext + libXfixes + libXi + libXinerama + libxkbcommon + libXrandr + libXrender + ] + ++ lib.optionals withWayland [ + libdecor + wayland + ] + ++ lib.optionals withDbus [ + dbus + dbus.lib + ] + ++ lib.optionals withFontconfig [ + fontconfig + fontconfig.lib + ] + ++ lib.optionals withPulseaudio [ libpulseaudio ] + ++ lib.optionals withSpeechd [ speechd-minimal ] + ++ lib.optionals withUdev [ udev ]; + + installPhase = + '' + runHook preInstall + + mkdir -p "$out/bin" + cp bin/godot.* $out/bin/godot4${suffix} + + installManPage misc/dist/linux/godot.6 + + mkdir -p "$out"/share/{applications,icons/hicolor/scalable/apps} + cp misc/dist/linux/org.godotengine.Godot.desktop "$out/share/applications/org.godotengine.Godot4${suffix}.desktop" + substituteInPlace "$out/share/applications/org.godotengine.Godot4${suffix}.desktop" \ + --replace "Exec=godot" "Exec=$out/bin/godot4${suffix}" \ + --replace "Godot Engine" "Godot Engine 4" + cp icon.svg "$out/share/icons/hicolor/scalable/apps/godot.svg" + cp icon.png "$out/share/icons/godot.png" + '' + + lib.optionalString withMono '' + cp -r bin/GodotSharp/ $out/bin/ + wrapProgram $out/bin/godot4${suffix} \ + --set DOTNET_ROOT ${dotnet-sdk_8} \ + --prefix PATH : "${ + lib.makeBinPath [ + dotnet-sdk_8 + ] + }" + '' + + '' + runHook postInstall + ''; + + meta = { + changelog = "https://github.com/godotengine/godot/releases/tag/${version}"; + description = "Free and Open Source 2D and 3D game engine"; + homepage = "https://godotengine.org"; + license = lib.licenses.mit; + platforms = [ + "x86_64-linux" + "aarch64-linux" + ] ++ lib.optional (!withMono) "i686-linux"; + maintainers = with lib.maintainers; [ + shiryel + corngood + ]; + mainProgram = "godot4${suffix}"; + }; + }; + in -stdenv.mkDerivation rec { - pname = "godot4"; - version = "4.3-stable"; - commitHash = "77dcf97d82cbfe4e4615475fa52ca03da645dbd8"; - - src = fetchFromGitHub { - owner = "godotengine"; - repo = "godot"; - rev = commitHash; - hash = "sha256-v2lBD3GEL8CoIwBl3UoLam0dJxkLGX0oneH6DiWkEsM="; - }; - - outputs = [ - "out" - "man" - ]; - separateDebugInfo = 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 = '' - mkdir -p .git - echo ${commitHash} > .git/HEAD - ''; - - # From: https://github.com/godotengine/godot/blob/4.2.2-stable/SConstruct - sconsFlags = mkSconsFlagsFromAttrSet { - # Options from 'SConstruct' - precision = withPrecision; # Floating-point precision level - production = true; # Set defaults to build Godot for use in production - platform = withPlatform; - target = withTarget; - debug_symbols = true; - - # Options from 'platform/linuxbsd/detect.py' - dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings - fontconfig = withFontconfig; # Use fontconfig for system fonts support - pulseaudio = withPulseaudio; # Use PulseAudio - speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support - touch = withTouch; # Enable touch events - udev = withUdev; # Use udev for gamepad connection callbacks - wayland = withWayland; # Compile with Wayland support - x11 = withX11; # Compile with X11 support - }; - - enableParallelBuilding = true; - - strictDeps = true; - - depsBuildBuild = lib.optionals (stdenv.buildPlatform != stdenv.hostPlatform) [ - buildPackages.stdenv.cc - pkg-config - ]; - - nativeBuildInputs = [ - autoPatchelfHook - installShellFiles - pkg-config - scons - ] ++ lib.optionals withWayland [ wayland-scanner ]; - - runtimeDependencies = - [ - alsa-lib - libGL - vulkan-loader - ] - ++ lib.optionals withX11 [ - libX11 - libXcursor - libXext - libXfixes - libXi - libXinerama - libxkbcommon - libXrandr - libXrender - ] - ++ lib.optionals withWayland [ - libdecor - wayland - ] - ++ lib.optionals withDbus [ - dbus - dbus.lib - ] - ++ lib.optionals withFontconfig [ - fontconfig - fontconfig.lib - ] - ++ lib.optionals withPulseaudio [ libpulseaudio ] - ++ lib.optionals withSpeechd [ speechd-minimal ] - ++ lib.optionals withUdev [ udev ]; - - installPhase = '' - runHook preInstall - - mkdir -p "$out/bin" - cp bin/godot.* $out/bin/godot4 - - installManPage misc/dist/linux/godot.6 - - mkdir -p "$out"/share/{applications,icons/hicolor/scalable/apps} - cp misc/dist/linux/org.godotengine.Godot.desktop "$out/share/applications/org.godotengine.Godot4.desktop" - substituteInPlace "$out/share/applications/org.godotengine.Godot4.desktop" \ - --replace "Exec=godot" "Exec=$out/bin/godot4" \ - --replace "Godot Engine" "Godot Engine 4" - cp icon.svg "$out/share/icons/hicolor/scalable/apps/godot.svg" - cp icon.png "$out/share/icons/godot.png" - - runHook postInstall - ''; - - meta = { - changelog = "https://github.com/godotengine/godot/releases/tag/${version}"; - description = "Free and Open Source 2D and 3D game engine"; - homepage = "https://godotengine.org"; - license = lib.licenses.mit; - platforms = [ - "i686-linux" - "x86_64-linux" - "aarch64-linux" - ]; - maintainers = with lib.maintainers; [ - shiryel - ]; - mainProgram = "godot4"; - }; -} +stdenv.mkDerivation ( + finalAttrs: + if withMono then + dotnetCorePackages.addNuGetDeps { + nugetDeps = ./deps.nix; + overrideFetchAttrs = old: rec { + runtimeIds = map (system: dotnetCorePackages.systemToDotnetRid system) old.meta.platforms; + buildInputs = + old.buildInputs + ++ lib.concatLists (lib.attrValues (lib.getAttrs runtimeIds dotnet-sdk_8.targetPackages)); + }; + } attrs finalAttrs + else + attrs +)