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bc26d0d6cd
Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`
24 lines
536 B
Python
24 lines
536 B
Python
#!/usr/bin/env python
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Import('env')
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import os
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from platform_methods import run_in_subprocess
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import platform_osx_builders
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files = [
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'crash_handler_osx.mm',
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'os_osx.mm',
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'godot_main_osx.mm',
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'semaphore_osx.cpp',
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'dir_access_osx.mm',
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'joypad_osx.cpp',
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'power_osx.cpp',
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]
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prog = env.add_program('#bin/godot', files)
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if (env["debug_symbols"] == "full" or env["debug_symbols"] == "yes") and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_osx_builders.make_debug_osx))
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