godot/.travis.yml

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language: cpp
dist: trusty
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sudo: false
cache: ccache
compiler:
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- gcc
- clang
os:
- linux
- osx
env:
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- GODOT_TARGET=iphone
- GODOT_TARGET=osx
- GODOT_TARGET=x11
#- GODOT_TARGET=android
#- GODOT_TARGET=windows
matrix:
include:
- env: STATIC_CHECKS=yes
exclude:
- os: linux
env: GODOT_TARGET=iphone
- os: linux
env: GODOT_TARGET=osx
- os: linux
env: GODOT_TARGET=android
- os: osx
env: GODOT_TARGET=x11
- os: osx
env: GODOT_TARGET=windows
- compiler: gcc
env: GODOT_TARGET=iphone
- compiler: gcc
env: GODOT_TARGET=osx
- compiler: clang
env: GODOT_TARGET=android
- compiler: clang
env: GODOT_TARGET=windows
- compiler: clang
env: GODOT_TARGET=x11
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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 cross-compiling to Windows.
#- binutils-mingw-w64-i686
#- binutils-mingw-w64-x86-64
#- gcc-mingw-w64-i686
#- gcc-mingw-w64-x86-64
#- g++-mingw-w64-i686
#- g++-mingw-w64-x86-64
#- mingw-w64
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# For style checks.
- clang-format-3.9
before_script:
- if [ "$TRAVIS_OS_NAME" = "osx" ]; then
brew update; brew install scons ccache;
export PATH="/usr/local/opt/ccache/libexec:$PATH";
fi
- if [ "$TRAVIS_OS_NAME" = "osx" ] && [ "$GODOT_TARGET" = "android" ]; then
brew update; brew install -v android-sdk;
brew install -v android-ndk | grep -v "inflating:" | grep -v "creating:";
export ANDROID_HOME=/usr/local/opt/android-sdk; export ANDROID_NDK_ROOT=/usr/local/opt/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;
fi