godot/.travis.yml

81 lines
1.9 KiB
YAML

language: cpp
dist: trusty
sudo: false
cache: ccache
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=osx TOOLS=yes
os: osx
compiler: clang
#- env: GODOT_TARGET=android TOOLS=no
# os: osx
# compiler: clang
#- env: GODOT_TARGET=iphone TOOLS=no
# os: osx
# compiler: clang
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- llvm-toolchain-trusty-3.9
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
# 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
# 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 [ "$STATIC_CHECKS" = "yes" ]; then
sh ./misc/travis/clang-format.sh;
else
scons -j2 CC=$CC CXX=$CXX platform=$GODOT_TARGET TOOLS=$TOOLS verbose=yes progress=no;
fi