godot/modules/mono/config.py

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def can_build(env, platform):
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return True
def configure(env):
if env["platform"] not in ["windows", "osx", "linuxbsd", "server", "android", "haiku", "javascript"]:
raise RuntimeError("This module does not currently support building for this platform")
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env.use_ptrcall = True
env.add_module_version_string("mono")
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from SCons.Script import BoolVariable, PathVariable, Variables, Help
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)
Help(envvars.GenerateHelpText(env))
if env["platform"] == "javascript":
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# 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
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thirdparty_zlib_dir = "#thirdparty/zlib/"
env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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def get_doc_classes():
return [
"@C#",
"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