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{ stdenv
, lib
, fetchFromGitHub
, pkg-config
, autoPatchelfHook
, installShellFiles
, scons
, vulkan-loader
, libGL
, libX11
, libXcursor
, libXinerama
, libXext
, libXrandr
, libXrender
, libXi
, libXfixes
, libxkbcommon
, alsa-lib
, libpulseaudio
, dbus
, speechd
, fontconfig
, udev
, withPlatform ? "linuxbsd"
, withTarget ? "editor"
, withPrecision ? "single"
, withPulseaudio ? true
, withDbus ? true
, withSpeechd ? true
, withFontconfig ? true
, withUdev ? true
, withTouch ? true
}:
assert lib.asserts.assertOneOf "withPrecision" withPrecision [ "single" "double" ];
let
mkSconsFlagsFromAttrSet = lib.mapAttrsToList (k: v:
if builtins.isString v
then "${k}=${v}"
else "${k}=${builtins.toJSON v}");
in
stdenv.mkDerivation rec {
pname = "godot4";
version = "4.2.1-stable";
commitHash = "b09f793f564a6c95dc76acc654b390e68441bd01";
src = fetchFromGitHub {
owner = "godotengine";
repo = "godot";
rev = commitHash;
hash = "sha256-Q6Og1H4H2ygOryMPyjm6kzUB6Su6T9mJIp0alNAxvjQ=";
};
nativeBuildInputs = [
pkg-config
autoPatchelfHook
installShellFiles
];
buildInputs = [
scons
];
runtimeDependencies = [
vulkan-loader
libGL
libX11
libXcursor
libXinerama
libXext
libXrandr
libXrender
libXi
libXfixes
libxkbcommon
alsa-lib
]
++ lib.optional withPulseaudio libpulseaudio
++ lib.optional withDbus dbus
++ lib.optional withDbus dbus.lib
++ lib.optional withSpeechd speechd
++ lib.optional withFontconfig fontconfig
++ lib.optional withFontconfig fontconfig.lib
++ lib.optional withUdev udev;
enableParallelBuilding = 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 ${commitHash} > .git/HEAD
'';
sconsFlags = mkSconsFlagsFromAttrSet {
# Options from 'SConstruct'
production = true; # Set defaults to build Godot for use in production
platform = withPlatform;
target = withTarget;
precision = withPrecision; # Floating-point precision level
# Options from 'platform/linuxbsd/detect.py'
pulseaudio = withPulseaudio; # Use PulseAudio
dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings
speechd = withSpeechd; # Use Speech Dispatcher for Text-to-Speech support
fontconfig = withFontconfig; # Use fontconfig for system fonts support
udev = withUdev; # Use udev for gamepad connection callbacks
touch = withTouch; # Enable touch events
};
outputs = [ "out" "man" ];
installPhase = ''
mkdir -p "$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"
'';
meta = with lib; {
homepage = "https://godotengine.org";
description = "Free and Open Source 2D and 3D game engine";
license = licenses.mit;
platforms = [ "i686-linux" "x86_64-linux" "aarch64-linux" ];
maintainers = with maintainers; [ shiryel ];
mainProgram = "godot4";
};
}
|