2022-08-28 18:27:45 +00:00
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# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "haiku", "web", "ios"]
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2021-09-12 18:23:05 +00:00
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# Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
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2023-02-12 17:13:57 +00:00
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supported_platforms = ["windows", "macos", "linuxbsd", "android"]
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2020-03-18 16:40:04 +00:00
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2018-05-30 17:11:33 +00:00
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def can_build(env, platform):
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2022-09-06 01:23:55 +00:00
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if env["arch"].startswith("rv"):
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return False
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2017-10-02 21:24:00 +00:00
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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if env.editor_build:
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2022-09-06 01:23:55 +00:00
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env.module_add_dependencies("mono", ["regex"])
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2017-10-02 21:24:00 +00:00
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2022-09-06 01:23:55 +00:00
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return True
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2022-08-03 10:38:37 +00:00
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def configure(env):
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platform = env["platform"]
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2020-03-18 16:40:04 +00:00
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2022-08-03 10:38:37 +00:00
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if platform not in supported_platforms:
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raise RuntimeError("This module does not currently support building for this platform")
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env.add_module_version_string("mono")
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2019-06-04 14:15:00 +00:00
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2017-10-02 21:24:00 +00:00
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2018-06-26 19:03:42 +00:00
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def get_doc_classes():
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return [
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2020-03-30 06:28:32 +00:00
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"CSharpScript",
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"GodotSharp",
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2018-06-26 19:03:42 +00:00
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]
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def get_doc_path():
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2020-03-30 06:28:32 +00:00
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return "doc_classes"
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2018-06-26 19:03:42 +00:00
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2019-03-01 20:51:20 +00:00
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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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