godot/modules/mono/config.py

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supported_platforms = ["windows", "osx", "linuxbsd", "server", "android", "haiku", "javascript", "iphone"]
def can_build(env, platform):
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return True
def configure(env):
platform = env["platform"]
if platform not in supported_platforms:
raise RuntimeError("This module does not currently support building for this platform")
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env.use_ptrcall = True
env.add_module_version_string("mono")
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from SCons.Script import BoolVariable, PathVariable, Variables, Help
default_mono_static = platform in ["iphone", "javascript"]
default_mono_bundles_zlib = platform in ["javascript"]
envvars = Variables()
envvars.Add(
PathVariable(
"mono_prefix",
"Path to the Mono installation directory for the target platform and architecture",
"",
PathVariable.PathAccept,
)
)
envvars.Add(BoolVariable("mono_static", "Statically link Mono", default_mono_static))
envvars.Add(BoolVariable("mono_glue", "Build with the Mono glue sources", True))
envvars.Add(BoolVariable("build_cil", "Build C# solutions", True))
envvars.Add(
BoolVariable("copy_mono_root", "Make a copy of the Mono installation directory to bundle with the editor", True)
)
# TODO: It would be great if this could be detected automatically instead
envvars.Add(
BoolVariable(
"mono_bundles_zlib", "Specify if the Mono runtime was built with bundled zlib", default_mono_bundles_zlib
)
)
envvars.Update(env)
Help(envvars.GenerateHelpText(env))
if env["mono_bundles_zlib"]:
# Mono may come with zlib bundled for WASM or on newer version when built with MinGW.
print("This Mono runtime comes with zlib bundled. Disabling 'builtin_zlib'...")
env["builtin_zlib"] = False
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thirdparty_zlib_dir = "#thirdparty/zlib/"
env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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def get_doc_classes():
return [
"CSharpScript",
"GodotSharp",
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]
def get_doc_path():
return "doc_classes"
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def is_enabled():
# The module is disabled by default. Use module_mono_enabled=yes to enable it.
return False