makepad/apps/arcade/build.rs
andodeki 435135ed50 feat(arcade): port makepad game libs + arcade from makepad-internal onto the fork
Reintroduce apps/arcade and the ten game crates that were ripped out of
the fork (assets, audio, blocks, coedit, gen, net, pkg, render, script,
session), from makepad-internal/dev. Reconcile against the fork's layout:

- makepad-game-sim/math come from the fork's existing libs/sim + sim/math;
  the copied internal libs/game/{sim,math} are dropped and the kept game
  crates plus arcade point at ../../sim and ../../sim/math.
- arcade AI is rewritten off the removed makepad-ai agent API onto the
  makepad-ai-hub headless ChatProvider worker (example/cad pattern):
  AiWorker{send,cancel,poll}, ai_worker_loop driving
  ClaudeApiChatProvider(ClaudeCli), AiWorkerEvent availability/delta/
  done/error mapped into the chat feed and authoring land_edit, with
  main.rs send_message/cancel_request/event-drain rebuilt around it.
- the game-script sandbox is adapted to the fork's jailed splash storage:
  every isolate gets mod.fs = splash_storage jail; splaes splash_storage
  set_root_for_heap is now public so the ScriptHost (or Splash) can grant
  a per-game jail root. ENT font: build.rs/dispatch.rs entities fill new
  fork sim Entity/Part fields via ..Default::default(); world_raycast now
  borrows mutably and returns the material id.

cargo check -p makepad-arcade and the game + arcade test suites pass.
2026-09-05 05:49:12 +03:00

13 lines
591 B
Rust

fn main() {
// Mirror platform/build.rs: MAKEPAD=headless builds get cfg(headless), so
// the view can stub the gamepad path (the headless platform backend has no
// game-input implementation). Without this arcade cannot build headless,
// and the render-to-PNG test path goes with it.
println!("cargo:rustc-check-cfg=cfg(headless)");
println!("cargo:rerun-if-env-changed=MAKEPAD");
if let Ok(configs) = std::env::var("MAKEPAD") {
if configs.split(['+', ',']).any(|c| c == "headless") {
println!("cargo:rustc-cfg=headless");
}
}
}