mirror of
https://github.com/godotengine/godot.git
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45 lines
1.6 KiB
Python
45 lines
1.6 KiB
Python
def can_build(env, platform):
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return True
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def configure(env):
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if env['platform'] not in ['windows', 'osx', 'x11', 'server', 'android', 'haiku', 'javascript']:
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raise RuntimeError('This module does not currently support building for this platform')
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env.use_ptrcall = True
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env.add_module_version_string('mono')
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from SCons.Script import BoolVariable, PathVariable, Variables
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envvars = Variables()
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envvars.Add(PathVariable('mono_prefix', 'Path to the mono installation directory for the target platform and architecture', '', PathVariable.PathAccept))
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envvars.Add(BoolVariable('mono_static', 'Statically link mono', False))
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envvars.Add(BoolVariable('mono_glue', 'Build with the mono glue sources', True))
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envvars.Add(BoolVariable('copy_mono_root', 'Make a copy of the mono installation directory to bundle with the editor', False))
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envvars.Add(BoolVariable('xbuild_fallback', 'If MSBuild is not found, fallback to xbuild', False))
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envvars.Update(env)
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if env['platform'] == 'javascript':
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# Mono wasm already has zlib builtin, so we need this workaround to avoid symbol collisions
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print('Compiling with Mono wasm disables \'builtin_zlib\'')
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env['builtin_zlib'] = False
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thirdparty_zlib_dir = "#thirdparty/zlib/"
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env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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def get_doc_classes():
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return [
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'@C#',
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'CSharpScript',
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'GodotSharp',
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]
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def get_doc_path():
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return 'doc_classes'
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def is_enabled():
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# The module is disabled by default. Use module_mono_enabled=yes to enable it.
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return False
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