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Update 2.0-dev to Godot 4.2 + mingw support #86

Update 2.0-dev to Godot 4.2 + mingw support

Update 2.0-dev to Godot 4.2 + mingw support #86

Workflow file for this run

# Workflow to automatically compile a Linux/Windows/OSX library on commit/push
name: Build on push
# Controls when the action will run. Triggers the workflow on push or pull request
# events, but only for the master branch we'll create .zip files
on:
[push, pull_request]
# A workflow run is made up of one or more jobs that can run sequentially or in parallel
jobs:
# This job builds the plugin for our target platforms
build:
name: Building for ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: true
matrix:
include:
- os: ubuntu-20.04
platform: linux
- os: windows-latest
platform: windows
# - os: macOS-latest
# platform: osx
# Steps represent a sequence of tasks that will be executed as part of the job
steps:
# Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it
- uses: actions/checkout@v2
with:
submodules: 'recursive'
- name: Install scons (Ubuntu)
run: |
sudo apt install scons
if: matrix.os == 'ubuntu-20.04'
- name: Install scons (Windows)
run: |
pip install scons
if: matrix.os == 'windows-latest'
# - name: Install scons (macOS)
# run: |
# brew install scons
# if: matrix.os == 'macos-latest'
- name: Run the build for godot-cpp
run: |
cd $GITHUB_WORKSPACE/godot-cpp
scons platform=${{ matrix.platform }} -j2 target=release generate_bindings=yes bits=64
if: matrix.os != 'windows-latest'
- name: Run the build for godot_openvr
run: |
cd $GITHUB_WORKSPACE
scons platform=${{ matrix.platform }} -j2 target=release bits=64
if: matrix.os != 'windows-latest'
- name: Run the build for godot-cpp (Windows)
run: |
cd ${env:GITHUB_WORKSPACE}/godot-cpp
scons platform=${{ matrix.platform }} -j2 target=release generate_bindings=yes bits=64
if: matrix.os == 'windows-latest'
- name: Run the build for godot_openvr (Windows)
run: |
cd ${env:GITHUB_WORKSPACE}
scons platform=${{ matrix.platform }} -j2 target=release bits=64
if: matrix.os == 'windows-latest'
- name: Upload build files (artifacts) (Linux)
uses: actions/upload-artifact@v2
with:
name: build-files-linux
path: |
demo/addons/godot-openvr/bin/x11/libgodot_openvr.so
openvr/bin/linux64/libopenvr_api.so
if: matrix.os == 'ubuntu-20.04'
# - name: Upload build files (artifacts) (macOS)
# uses: actions/upload-artifact@v2
# with:
# name: build-files-macos
# path: |
# demo/addons/godot-openvr/bin/osx/libgodot_openvr.dylib
# openvr/bin/osx32/OpenVR.framework
# if: matrix.os == 'macos-latest'
- name: Upload build files (artifacts) (Windows)
uses: actions/upload-artifact@v2
with:
name: build-files-windows
path: |
demo/addons/godot-openvr/bin/win64/libgodot_openvr.dll
openvr/bin/win64/openvr_api.dll
if: matrix.os == 'windows-latest'
# This job collects the build output and assembles the final asset (artifact)
asset:
name: Assembling the asset (artifact)
runs-on: ubuntu-20.04
needs: build
if: github.event_name == 'push' && (github.ref == 'refs/heads/master' || startsWith(github.ref, 'refs/tags'))
# Steps represent a sequence of tasks that will be executed as part of the job
steps:
- uses: actions/checkout@v2
with:
repository: 'GodotVR/godot_openvr'
path: godot_openvr
- name: Download all workflow run artifacts
uses: actions/download-artifact@v2
- name: Copy files to destination
run: |
mkdir godot_openvr_plugin
mkdir godot_openvr_plugin/addons
cp -r godot_openvr/demo/addons/godot-openvr godot_openvr_plugin/addons
cp build-files-linux/demo/addons/godot-openvr/bin/x11/libgodot_openvr.so godot_openvr_plugin/addons/godot-openvr/bin/x11/libgodot_openvr.so
cp build-files-linux/openvr/bin/linux64/libopenvr_api.so godot_openvr_plugin/addons/godot-openvr/bin/x11/libopenvr_api.so
# cp build-files-macos/demo/addons/godot-openvr/bin/osx/libgodot_openvr.dylib godot_openvr_plugin/addons/godot-openvr/bin/osx/libgodot_openvr.dylib
# cp -r build-files-macos/openvr/bin/osx32/OpenVR.framework godot_openvr_plugin/addons/godot-openvr/bin/osx/OpenVR.framework
cp build-files-windows/demo/addons/godot-openvr/bin/win64/libgodot_openvr.dll godot_openvr_plugin/addons/godot-openvr/bin/win64/libgodot_openvr.dll
cp build-files-windows/openvr/bin/win64/openvr_api.dll godot_openvr_plugin/addons/godot-openvr/bin/win64/openvr_api.dll
- name: Calculate GIT short ref
run: |
cd godot_openvr
echo "GITHUB_SHA_SHORT=$(git rev-parse --short ${{ github.sha }})" >> $GITHUB_ENV
if: github.ref == 'refs/heads/master'
- name: Get tag name
run: |
cd godot_openvr
echo "GITHUB_SHA_SHORT=$(echo ${GITHUB_REF##*/})" >> $GITHUB_ENV
if: startsWith(github.ref, 'refs/tags')
- name: Clean up extracted files
run: |
rm -rf build-files-linux
#rm -rf build-files-macos
rm -rf build-files-windows
rm -rf godot_openvr
mv godot_openvr_plugin godot_openvr_${{ env.GITHUB_SHA_SHORT }}
- name: Zip asset
run: |
zip -qq -r godot-openvr.zip .
- name: Create and upload asset
uses: ncipollo/release-action@v1
with:
allowUpdates: true
artifacts: "godot-openvr.zip"
body: "A new release!"
prerelease: false
token: ${{ secrets.GITHUB_TOKEN }}
if: startsWith(github.ref, 'refs/tags')
- name: Create release for asset
id: create_release
uses: actions/create-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
tag_name: ${{ env.GITHUB_SHA_SHORT }}
release_name: Automatic build for changeset ${{ env.GITHUB_SHA_SHORT }}
body: |
This is an automated build for changeset ${{ env.GITHUB_SHA_SHORT }}
draft: false
prerelease: true
if: github.ref == 'refs/heads/master'
- name: Upload asset
id: upload-release-asset
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }} # This pulls from the CREATE RELEASE step above, referencing it's ID to get its outputs object, which include a `upload_url`. See this blog post for more info: https://jasonet.co/posts/new-features-of-github-actions/#passing-data-to-future-steps
asset_path: ./godot-openvr.zip
asset_name: godot-openvr.zip
asset_content_type: application/zip
if: github.ref == 'refs/heads/master'