mirror of
https://github.com/godotengine/godot.git
synced 2024-11-26 22:23:04 +00:00
45 lines
1.6 KiB
Python
45 lines
1.6 KiB
Python
def can_build(env, platform):
|
|
return True
|
|
|
|
|
|
def configure(env):
|
|
if env['platform'] not in ['windows', 'osx', 'x11', 'server', 'android', 'haiku', 'javascript']:
|
|
raise RuntimeError('This module does not currently support building for this platform')
|
|
|
|
env.use_ptrcall = True
|
|
env.add_module_version_string('mono')
|
|
|
|
from SCons.Script import BoolVariable, PathVariable, Variables
|
|
|
|
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', False))
|
|
envvars.Add(BoolVariable('mono_glue', 'Build with the mono glue sources', True))
|
|
envvars.Add(BoolVariable('copy_mono_root', 'Make a copy of the mono installation directory to bundle with the editor', False))
|
|
envvars.Add(BoolVariable('xbuild_fallback', 'If MSBuild is not found, fallback to xbuild', False))
|
|
envvars.Update(env)
|
|
|
|
if env['platform'] == 'javascript':
|
|
# Mono wasm already has zlib builtin, so we need this workaround to avoid symbol collisions
|
|
print('Compiling with Mono wasm disables \'builtin_zlib\'')
|
|
env['builtin_zlib'] = False
|
|
thirdparty_zlib_dir = "#thirdparty/zlib/"
|
|
env.Prepend(CPPPATH=[thirdparty_zlib_dir])
|
|
|
|
|
|
def get_doc_classes():
|
|
return [
|
|
'@C#',
|
|
'CSharpScript',
|
|
'GodotSharp',
|
|
]
|
|
|
|
|
|
def get_doc_path():
|
|
return 'doc_classes'
|
|
|
|
|
|
def is_enabled():
|
|
# The module is disabled by default. Use module_mono_enabled=yes to enable it.
|
|
return False
|