# -*- coding: utf-8; mode: tcl; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- vim:fenc=utf-8:ft=tcl:et:sw=4:ts=4:sts=4 PortSystem 1.0 PortGroup github 1.0 PortGroup compiler_blacklist_versions 1.0 name godot categories games graphics multimedia platforms darwin license MIT maintainers @jasonliu-- homepage https://${name}engine.org description cross-platform 2-D and 3-D game development \ environment long_description Godot Engine is a cross-platform game engine for \ creating 2-D and 3-D games. Godot aims to offer a \ fully integrated game development environment. It \ provides a comprehensive set of common tools, and \ games can be exported to a number of target \ platforms, including major desktop platforms \ (Linux, macOS, Windows), as well as mobile \ (Android, iOS) and web-based (HTML5) platforms. if {$subport eq ${name}} { PortGroup legacysupport 1.1 github.setup ${name}engine ${name} 3.5.3 "" -stable revision 1 github.tarball_from archive checksums rmd160 973ffdca8affa8eba221c1cb9fbfe45d837d2aac \ sha256 643366a288fc529564d8bb42a42093d72071c8186f57ff03cae6d5929f81bd1d \ size 56501173 # Godot fails to build for Xcode Clang < 802, # but builds fine using MacPorts Clang compiler.blacklist-append {clang < 802} legacysupport.newest_darwin_requires_legacy 15 # Using macports-libcxx is needed in order to lower the minimum # macOS version specified in -mmacosx-version-min. Otherwise the # compile will fail, complaining that 'shared_time_mutex' was # introduced in macOS 10.12. legacysupport.use_mp_libcxx yes patchfiles-append \ patch-miniupnpc-18.diff } subport ${name}-3.2 { PortGroup obsolete 1.0 version 3.2.3 revision 3 replaced_by ${name} # 2021-12-09: I believe that it would be safe to completely remove # this subport without needing to wait for the traditional one-year # waiting period. The only reason I originally created this subport # was because Godot 3.3+ was failing to compile for macOS <= 10.10. # Now that we have been able to get the source code to compile and # run successfully on older macOSes, this subport is no longer # necessary. In addition, based on the statistics, it looks like # no one has ever installed this subport. } # Note: We continue to keep the subport syntax, because we will need to # use it in the future. When Godot 4 is released, we will still need to # maintain a Godot 3.x subport, because Godot Engine is being rewritten # to use Vulkan in Godot 4. This means that Godot 4 will only have the # possibility of being executable back to macOS 10.11, because MoltenVK # requires Metal, which was introduced in macOS 10.11. if {${os.platform} eq "darwin" && ${os.major} <= 11} { known_fail yes pre-fetch { ui_error "${name} @${version} requires macOS 10.8 or later." return -code error "incompatible macOS version" } } depends_build-append port:scons \ port:yasm \ port:pkgconfig depends_lib-append port:freetype \ port:libpng \ port:zlib \ port:zstd \ port:libtheora \ port:libogg \ port:libvorbis \ port:libopus \ port:opusfile \ port:miniupnpc \ port:pcre2 # Some dependencies that are available in MacPorts can't be used. See # the "Important note" in the build.args-append section below. # port:bullet \ # port:assimp \ # port:libenet \ # port:squish \ # port:libvpx \ # port:webp \ # port:mbedtls \ # port:minizip \ # port:embree patchfiles-append add-external_libs-support.diff \ configure-macports-compiler.diff if {$subport eq "${name}-3.2" && \ ${os.platform} eq "darwin" && ${os.major} <= 15} \ { patchfiles-append legacy-osx-defines.diff } if {$subport eq ${name} && ${os.platform} eq "darwin"} { # On old versions of macOS <= 10.10, the build seems to think that # the value of the preprocessor macro MAC_OS_X_VERSION_MAX_ALLOWED # is >= 101200, which is supposed to correspond to macOS 10.12. # As discussed in GitHub PR #12269 # (https://github.com/macports/macports-ports/pull/12269), # something is causing the preprocessor to think that values such as # 101000, 1090, etc. are >= 101200, which in turn is causing the # compiler to try to #include . This causes a compile # error on older macOSes, because this header only exists starting # in the macOS 10.12 SDK. # # This patch file works around the issue by deleting the problematic # code. If, in the future, we can discover the real reason why the # numerical comparison is behaving incorrectly, and find a fix, then # it might be possible to eliminate the need for this patch file. if {${os.major} < 15} { patchfiles-append macosx-version-log_h-workaround.diff } # The upstream source code now uses @available, which was introduced # to Objective-C starting in Xcode 9. It allows code that has been # compiled on newer systems to run on older systems, but it does not # have the ability to hide any code from being seen by the compiler. # This is causing compiler errors on older macOSes, because # 'NSWorkspaceOpenConfiguration' was introduced in macOS 10.15. So, # if we are trying to build from source on macOS older than 10.15, # we need to modify the upstream source to use a traditional # availability macro instead of @available. # # References: # * python/py-matplotlib/files/patch-v34-src-macosx.m.diff in the # py-matplotlib port. # * https://github.com/macports/macports-ports/commit/b07e0eb6440b1499bfd2157e19db86fc79984471#comments if {${os.major} < 19} { patchfiles-append patch-available2macro-os_osx.diff } # Same as the above, except in a different file and for # macOS < 10.14. if {${os.major} < 18} { patchfiles-append patch-available2macro-camera_osx.diff } } post-patch { reinplace "/yasm_paths =/a\\ \\ \"${prefix}/bin/yasm\",\\ " \ ${worksrcpath}/modules/webm/libvpx/SCsub # Between version 3.5.1 and 3.5.2, the Godot devs modified the # #include directives for miniupnpc-related headers. Things were # working fine before, and the changes break compilation. The # following reinplace restores the directives to what they were in # 3.5.1. reinplace -E \ {s,((miniupnpc|miniwget|upnpcommands)\.h),miniupnpc/\1,} \ ${worksrcpath}/modules/upnp/upnp.h \ ${worksrcpath}/modules/upnp/upnp.cpp \ ${worksrcpath}/modules/upnp/upnp_device.cpp } if {$subport eq ${name} && \ ${os.platform} eq "darwin" && ${os.major} <= 15} \ { post-patch { # Tell the build to use macports-libcxx. We have to do it # manually here in the Portfile, because SCons ignores most/all # of the environment variables set by MacPorts. reinplace "/LINKFLAGS.*isysroot.*MACOS_SDK_PATH/a\\ \\ \\ env.Append(CXXFLAGS=\[\"-nostdinc++\", \"-I${prefix}/include/libcxx/v1\"\])\\ \\ env.Append(LINKFLAGS=\[\"-L${prefix}/lib/libcxx\"\])\\ " \ ${worksrcpath}/platform/osx/detect.py # Lower the minimum macOS version allowed to launch the app reinplace \ "/mmacosx-version-min=10\.12/s/10\.12/${macosx_deployment_target}/" \ ${worksrcpath}/platform/osx/detect.py foreach f [list "osx_tools" "osx_template"] { reinplace "s/10\.12/${macosx_deployment_target}/" \ ${worksrcpath}/misc/dist/${f}.app/Contents/Info.plist } # The following tests for the case where the macOS 10.12 SDK is # installed on a macOS 10.11 machine. If so, then we don't add # the AppKit wrapper header. set sdks_dir ${developer_dir}/Platforms/MacOSX.platform/Developer/SDKs set add_appkit_wrapper yes if {![catch {file lstat $sdks_dir/MacOSX10.12.sdk finfo}]} { set add_appkit_wrapper no } if {$add_appkit_wrapper} { # Remove the existing AppKit redefines from Godot's source # code, so that we can use our AppKit wrapper file instead. reinplace "/define NSEventMaskAny/i\\ #define APPKIT_REDEFINES_HAVE_BEEN_REMOVED_BY_MACPORTS\\ " \ ${worksrcpath}/platform/osx/os_osx.mm reinplace {/define NSEventMaskAny/,/define NSWindowStyleMaskBorderless/d} \ ${worksrcpath}/platform/osx/os_osx.mm # Add AppKit wrapper header to compiler library paths reinplace "/CCFLAGS.*error=return-type/a\\ \\ \\ env.Prepend(CCFLAGS=\[\"-isystem\", \"${filespath}/old_appkit_compat\"\])\\ " \ ${worksrcpath}/SConstruct } } } use_configure no use_xcode yes build.cmd ${prefix}/bin/scons build.env-append BUILD_NAME=macports_build build.target platform=osx arch=${build_arch} \ target=release_debug verbose=yes warnings=extra build.args-append builtin_freetype=no \ builtin_libpng=no \ builtin_zlib=no \ builtin_zstd=no \ builtin_libtheora=no \ builtin_libogg=no \ builtin_libvorbis=no \ builtin_opus=no \ builtin_miniupnpc=no \ builtin_pcre2=no # Important note: I am only turning off built-in for libraries that # don't have any references to "godot" in them (i.e., # 'grep -Ri godot ${worksrcpath}/thirdparty' doesn't return anything). # The other libraries have some sort of modification that has been made # by the Godot devs. # builtin_assimp=no \ # builtin_enet=no \ # builtin_squish=no \ # builtin_libvpx=no \ # builtin_libwebp=no \ # builtin_mbedtls=no \ # builtin_embree=no compiler.cxx_standard 2014 # Configure the compiler if {[string match macports-clang-* ${configure.compiler}]} { set clang_v [ string range ${configure.compiler} [ string length macports-clang- ] end ] build.args-append macports_clang=${clang_v} build.env-append MACPORTS_PREFIX=${prefix} } destroot { if {$subport eq "${name}-3.2"} { set app_name "Godot 3.2" set cliname $subport } else { set app_name "Godot" set cliname ${name} } copy ${worksrcpath}/misc/dist/osx_tools.app \ ${destroot}${applications_dir}/${app_name}.app xinstall -d ${destroot}${applications_dir}/${app_name}.app/Contents/MacOS move ${worksrcpath}/bin/${name}.osx.opt.tools.${build_arch} \ ${destroot}${applications_dir}/${app_name}.app/Contents/MacOS/Godot ln -s ${applications_dir}/${app_name}.app/Contents/MacOS/Godot \ ${destroot}${prefix}/bin/$cliname } if {$subport eq ${name}} { livecheck.regex releases/tag/(\\d+\\.\\d+(?:\\.\\d+)*)-stable } else { livecheck.type none }