godot/modules/mono/config.py

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supported_platforms = ["windows", "macos", "linuxbsd", "server", "android", "haiku", "javascript", "ios"]
def can_build(env, platform):
return not env["arch"].startswith("rv")
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def get_opts(platform):
from SCons.Variables import BoolVariable, PathVariable
default_mono_static = platform in ["ios", "javascript"]
default_mono_bundles_zlib = platform in ["javascript"]
return [
PathVariable(
"mono_prefix",
"Path to the Mono installation directory for the target platform and architecture",
"",
PathVariable.PathAccept,
),
PathVariable(
"mono_bcl",
"Path to a custom Mono BCL (Base Class Library) directory for the target platform",
"",
PathVariable.PathAccept,
),
BoolVariable("mono_static", "Statically link Mono", default_mono_static),
BoolVariable("mono_glue", "Build with the Mono glue sources", True),
BoolVariable("build_cil", "Build C# solutions", True),
BoolVariable(
"copy_mono_root", "Make a copy of the Mono installation directory to bundle with the editor", True
),
BoolVariable(
"mono_bundles_zlib", "Specify if the Mono runtime was built with bundled zlib", default_mono_bundles_zlib
),
]
def configure(env):
platform = env["platform"]
if platform not in supported_platforms:
raise RuntimeError("This module does not currently support building for this platform")
env.add_module_version_string("mono")
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