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x-common-cpp: &common-cpp
image: flamingleo/docker-cpp-ci:latest
volumes:
- ./godot_game:/workdir
working_dir: /workdir
entrypoint: []
network_mode: "none"
x-common-godot: &common-godot
image: flamingleo/docker-cpp-ci:latest
volumes:
- ./godot_game/project:/project
working_dir: /project
entrypoint: []
network_mode: "none"
services:
# Linux Debug C++ Bindings and Source Code (uses C++ image)
build-cpp-linux-debug:
<<: *common-cpp
command: bash -c "scons platform=linux target=template_debug"
# Linux Release C++ Bindings and Source Code
build-cpp-linux-release:
<<: *common-cpp
command: bash -c "scons platform=linux target=template_debug && scons platform=linux target=template_release"
# Web (WASM) Debug C++ Bindings and Source Code (uses C++ image) (multithreaded!)
build-cpp-web-debug:
<<: *common-cpp
command: bash -c "scons platform=web target=template_debug"
# Web (WASM) Release C++ Bindings and Source Code (multithreaded!)
build-cpp-web-release:
<<: *common-cpp
command: bash -c "scons platform=web target=template_debug && scons platform=web target=template_release"
# Windows Debug C++ Bindings and Source Code
build-cpp-windows-debug:
<<: *common-cpp
command: bash -c "scons platform=windows target=template_debug"
# Windows Release C++ Bindings and Source Code
build-cpp-windows-release:
<<: *common-cpp
command: bash -c "scons platform=windows target=template_debug && scons platform=windows target=template_release"
# Linux debug export (uses Godot image)
build-linux-debug:
<<: *common-godot
command: bash -c "mkdir -p build && rm -f build/* && ( godot --headless --verbose --export-debug Linux build/rocketgame.debug.x86_64 || godot --headless --verbose --export-debug Linux build/rocketgame.debug.x86_64 )"
# Linux release export (uses Godot image)
build-linux-release:
<<: *common-godot
command: bash -c "mkdir -p build && rm -f build/* && ( godot --headless --verbose --export-release Linux build/rocketgame.x86_64 || godot --headless --verbose --export-release Linux build/rocketgame.x86_64 )"
# Web debug export (uses Godot image)
build-web-debug:
<<: *common-godot
command: bash -c "mkdir -p build && rm -f build/* && ( godot --headless --verbose --export-debug Web build/rocketgame.debug.html || godot --headless --verbose --export-debug Web build/rocketgame.debug.html )"
# Web release export (uses Godot image)
build-web-release:
<<: *common-godot
command: bash -c "mkdir -p build && rm -f build/* && ( godot --headless --verbose --export-release Web build/rocketgame.html || godot --headless --verbose --export-release Web build/rocketgame.html )"
# Windows debug export (uses Godot image)
build-windows-debug:
<<: *common-godot
command: bash -c "mkdir -p build && rm -f build/* && ( godot --headless --verbose --export-debug 'Windows Desktop' build/rocketgame_debug.exe || godot --headless --verbose --export-debug 'Windows Desktop' build/rocketgame_debug.exe )"
# Windows release export (uses Godot image)
build-windows-release:
<<: *common-godot
command: bash -c "mkdir -p build && rm -f build/* && ( godot --headless --verbose --export-release 'Windows Desktop' build/rocketgame.exe || godot --headless --verbose --export-release 'Windows Desktop' build/rocketgame.exe )"
lint:
image: image.fer.nexxxt.cloud/project/godot-cpp-ci:linter
volumes:
- ./:/workdir
network_mode: "none"
working_dir: /workdir
command: bash -c "gdlint godot_game/project && cpplint --config=cpplintrc --recursive ./godot_game/src/"
autoformat:
image: image.fer.nexxxt.cloud/project/godot-cpp-ci:linter
volumes:
- ./:/workdir
network_mode: "none"
working_dir: /workdir
command: bash -c 'gdformat ./godot_game/project && find ./godot_game/src/ \( -name "*.cpp" -or -name "*.h" -or -name "*.hpp" \) -exec echo {} \; -exec clang-format -i {} \;'