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bug#25908: [PATCH, WIP] Add godot.
From: |
Kei Kebreau |
Subject: |
bug#25908: [PATCH, WIP] Add godot. |
Date: |
Sat, 25 Mar 2017 13:28:38 -0400 |
User-agent: |
Gnus/5.13 (Gnus v5.13) Emacs/25.1 (gnu/linux) |
address@hidden (Ludovic Courtès) writes:
> Hi Kei,
>
> Kei Kebreau <address@hidden> skribis:
>
>> Ah, the crucial clue! I replaced the above regexp with the following:
>>
>> (substitute* "SConstruct"
>> (("env_base = Environment\\(tools=custom_tools\\)")
>> "env_base = Environment(ENV=os.environ)"))
>>
>> Though I don't know what the meaning of "tools=custom_tools" is, this
>> substitution let me complete the build phase without an issue.
>
> In doubt, I’d keep “tools=custom_tools” in addition to
> “ENV=os.environ”. :-)
>
Okay. I figured out how this works and kept both.
>> Just two other things:
>>
>> Throughout the build I saw "-Ithirdparty/glew" as a CFLAG. Is this
>> necessary for a successful build or can we use our own copy of glew?
>
> Maybe you could (delete-file-recursively "thirdparty") from the snippet
> to be sure.
>
It seems like these libraries will be quite difficult to unbundle. The
build system has targets that depend on files specifically found in the
"thirdparty" directory.
>> Is there a check target for this build system? If not we can just leave
>> a #:tests? #f with a note in the arguments section.
>
> AFAIK SCons does not standardize anything when it comes to running
> tests. I think ‘scons --help’ lists all the supported targets, so you
> could check if there’s a “test” target or something like that.
>
There doesn't seem to be tests in the Godot's build system.
> HTH!
>
> Ludo’.
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