Files
build-containers/build.sh
Rémi Verschelde 17666f07fe Build Mono WebAssembly runtime and BCLs
We force using Emscripten 1.38.47 as there is a regression in 1.38.48
and 1.39.x which makes the generation of our .wasm file fail.

Up until now we used the desktop BCL (compiled with desktop Mono)
for both desktop and Android, but that does not work for WebAssembly
(and we suspect Android issues related to it).

So we now build the Android and WebAssembly BCLs in the relevant
containers, which are later copied in the templates directory to
include on export. We already have the desktop BCL from the regular
build.
2019-11-18 21:51:46 +01:00

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#!/bin/bash
set -e
podman=podman
if ! which $podman; then
podman=docker
fi
if ! which $podman; then
echo "Either podman or docker need to be in PATH for this script to work."
exit 1
fi
if [ -z "$1" ]; then
echo "usage: $0 <mono version"
echo
echo "For example: $0 5.16.0.220"
echo
exit 1
fi
mono_version=$1
$podman build -t godot-fedora:latest -f Dockerfile.base .
$podman build -t godot-export:latest -f Dockerfile.export .
$podman build --build-arg mono_version=${mono_version} -t godot-mono:${mono_version} -f Dockerfile.mono .
$podman build --build-arg mono_version=${mono_version} -t godot-mono-glue:latest -f Dockerfile.mono-glue .
$podman build --build-arg mono_version=${mono_version} -v $(pwd)/files:/root/files -t godot-windows:latest -f Dockerfile.windows .
$podman build --build-arg mono_version=${mono_version} -t godot-ubuntu-32:latest -f Dockerfile.ubuntu-32 .
$podman build --build-arg mono_version=${mono_version} -t godot-ubuntu-64:latest -f Dockerfile.ubuntu-64 .
$podman build --build-arg mono_version=${mono_version} -t godot-android:latest -f Dockerfile.android .
$podman build --build-arg mono_version=${mono_version} -t godot-javascript:latest -f Dockerfile.javascript .
$podman build -t godot-xcode-packer:latest -f Dockerfile.xcode -v $(pwd)/files:/root/files .
if [ ! -e files/MacOSX10.14.sdk.tar.xz ] || [ ! -e files/iPhoneOS12.4.sdk.tar.xz ] || [ ! -e files/iPhoneSimulator12.4.sdk.tar.xz ]; then
if [ ! -e files/Xcode_10.3.xip ]; then
echo "files/Xcode_10.3.xip is required. It can be downloaded from https://developer.apple.com/download/more/ with a valid apple ID"
exit 1
fi
echo "Building OSX and iOS SDK packages. This will take a while"
$podman run -it --rm -v $(pwd)/files:/root/files godot-xcode-packer:latest
fi
$podman build -t godot-ios:latest -f Dockerfile.ios -v $(pwd)/files:/root/files .
$podman build --build-arg mono_version=${mono_version} -t godot-osx:latest -f Dockerfile.osx -v $(pwd)/files:/root/files .
if [ ! -e files/msvc2017.tar ]; then
echo
echo "files/msvc2017.tar is missing. This file can be created on a Windows 7 or 10 machine by downloading the 'Visual Studio Tools' installer."
echo "here: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017"
echo "The required components can be installed by running"
echo "vs_buildtools.exe --add Microsoft.VisualStudio.Workload.UniversalBuildTools --add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.Windows10SDK.16299.Desktop --add Microsoft.VisualStudio.Component.Windows10SDK.16299.UWP.Native --passive"
echo "after that create a zipfile of C:/Program Files (x86)/Microsoft Visual Studio"
echo "tar -cf msvc2017.tar -C \"c:/Program Files (x86)/ Microsoft Visual Studio\""
echo
exit 1
fi
$podman build -t godot-msvc:latest -f Dockerfile.msvc -v $(pwd)/files:/root/files .