[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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