godot/.travis.yml

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language: cpp
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sudo: false
env:
global:
- SCONS_CACHE=$HOME/.scons_cache
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- SCONS_CACHE_LIMIT=128
cache:
directories:
- $SCONS_CACHE
matrix:
include:
- env: STATIC_CHECKS=yes
os: linux
compiler: clang
- env: GODOT_TARGET=x11 TOOLS=yes
os: linux
compiler: gcc
#- env: GODOT_TARGET=x11 TOOLS=no
# os: linux
# compiler: clang
#- env: GODOT_TARGET=windows TOOLS=yes
# os: linux
# compiler: gcc
- env: GODOT_TARGET=android TOOLS=no
os: linux
compiler: gcc
- env: GODOT_TARGET=osx TOOLS=yes
os: osx
compiler: clang
#- env: GODOT_TARGET=iphone TOOLS=no
# os: osx
# compiler: clang
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addons:
apt:
sources:
- ubuntu-toolchain-r-test
- llvm-toolchain-trusty-3.9
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packages:
- build-essential
- scons
- pkg-config
- libx11-dev
- libxcursor-dev
- libasound2-dev
- libfreetype6-dev
- libgl1-mesa-dev
- libglu1-mesa-dev
- libssl-dev
- libxinerama-dev
- libxrandr-dev
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# For style checks.
- clang-format-3.9
install:
- if [ "$TRAVIS_OS_NAME" = "linux" ] && [ "$GODOT_TARGET" = "android" ]; then
misc/travis/android-tools-linux.sh;
fi
- if [ "$TRAVIS_OS_NAME" = "osx" ]; then
misc/travis/scons-local-osx.sh;
fi
- if [ "$TRAVIS_OS_NAME" = "osx" ] && [ "$GODOT_TARGET" = "android" ]; then
misc/travis/android-tools-osx.sh;
fi
before_script:
- if [ "$GODOT_TARGET" = "android" ]; then
export ANDROID_HOME=$TRAVIS_BUILD_DIR/godot-dev/build-tools/android-sdk;
export ANDROID_NDK_ROOT=$TRAVIS_BUILD_DIR/godot-dev/build-tools/android-ndk;
fi
script:
- if [ "$STATIC_CHECKS" = "yes" ]; then
sh ./misc/travis/clang-format.sh;
else
scons -j 2 platform=$GODOT_TARGET progress=no verbose=yes CXX=$CXX builtin_openssl=yes;
fi