[MacPorts] #63033: Notes on Godot 3.3.2 and legacy OS's.

MacPorts noreply at macports.org
Mon Nov 15 01:18:33 UTC 2021


#63033: Notes on Godot 3.3.2 and legacy OS's.
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  Reporter:  Wowfunhappy            |      Owner:  jasonliu--
      Type:  enhancement            |     Status:  assigned
  Priority:  Low                    |  Milestone:
 Component:  ports                  |    Version:  2.7.1
Resolution:                         |   Keywords:
      Port:  godot macports-libcxx  |
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Comment (by jasonliu--):

 Replying to [comment:11 Wowfunhappy]:
 > Done, let me know if you want any others, I run 10.9 natively but I have
 VMs of 10.4, 10.6–10.8, and 10.13 at my fingertips. :)
 >
 > (I'm a bit surprised I didn't run into any AppKit issues when I compiled
 Godot? Or maybe I did and forgot to document that change, it does sound
 familiar, but that might have been for a different port.)

 Hopefully just that one bridge support file will be enough. Based on the
 bridge support file you sent, AFAICT all of the the AppKit enum errors
 that are currently being generated should be taken care of by my AppKit
 compatibility header. Yet one more reason why I really should spend some
 time to get that thing added to the MacPorts legacy support package.

 And the AppKit issues probably sound familiar because you yourself were
 the one who previously submitted a patch for some AppKit enums for Godot
 3.2.3: [https://github.com/macports/macports-
 ports/blob/master/games/godot/files/legacy-osx-defines.diff godot/files
 /legacy-osx-defines.diff] 😉

 ----

 I would also like to point out that what you suggested in [#AddendumB.
 Addendum B] probably isn't workable in the context of the Portfile. I have
 contemplated incorporating export templates into the Godot port so that
 people wouldn't have to download them after installing godot, but I came
 to the conclusion that it wasn't possible: I had previously asked around
 whether it's possible to have MacPorts repeat phases multiple times, and
 the responses I got was a fairly resounding "no, MacPorts wasn't built to
 do that". Instead, what I'm considering doing is to create one or more
 subports for the export templates.

 In addition, at least with Godot 3.x, the export templates must be placed
 in your home directory for them to show up in the Godot editor's
 interface... so even if I did create a subport for the export templates,
 the best I could do is to have MacPorts place them into a shared location
 such as `${prefix}/share/godot/export-templates`, and people would have to
 know to go there and copy the export template to their home directory.
 I've even submitted a [https://github.com/godotengine/godot-
 proposals/issues/2565 Godot Proposal (#2565)] to see whether future
 versions of Godot could allow placing the export templates in a shared
 location that would be visible to all users on a multi-user system.

-- 
Ticket URL: <https://trac.macports.org/ticket/63033#comment:12>
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