Adressed Review
Identifier "macOS" => "MacOS" Platform/SDK name reverted to "osx"
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519f369795
commit
7e2b495435
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@ -119,7 +119,7 @@ namespace GodotTools.Build
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{
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var result = new List<string>();
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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result.Add("/Library/Frameworks/Mono.framework/Versions/Current/bin/");
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result.Add("/usr/local/var/homebrew/linked/mono/bin/");
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@ -120,7 +120,7 @@ namespace GodotTools.Export
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string assemblyPath = assembly.Value;
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string outputFileExtension = platform == OS.Platforms.Windows ? ".dll" :
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platform == OS.Platforms.macOS ? ".dylib" :
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platform == OS.Platforms.MacOS ? ".dylib" :
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".so";
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string outputFileName = assemblyName + ".dll" + outputFileExtension;
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@ -132,7 +132,7 @@ namespace GodotTools.Export
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ExecuteCompiler(FindCrossCompiler(compilerDirPath), compilerArgs, bclDir);
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if (platform == OS.Platforms.macOS)
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if (platform == OS.Platforms.MacOS)
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{
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exporter.AddSharedObject(tempOutputFilePath, tags: null);
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}
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@ -581,7 +581,7 @@ MONO_AOT_MODE_LAST = 1000,
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string arch = bits == "64" ? "x86_64" : "i686";
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return $"windows-{arch}";
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}
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case OS.Platforms.macOS:
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case OS.Platforms.MacOS:
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{
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Debug.Assert(bits == null || bits == "64");
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string arch = "x86_64";
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@ -340,7 +340,7 @@ namespace GodotTools.Export
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private static bool PlatformHasTemplateDir(string platform)
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{
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// OSX export templates are contained in a zip, so we place our custom template inside it and let Godot do the rest.
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return !new[] {OS.Platforms.macOS, OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5}.Contains(platform);
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return !new[] {OS.Platforms.MacOS, OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5}.Contains(platform);
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}
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private static bool DeterminePlatformFromFeatures(IEnumerable<string> features, out string platform)
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@ -411,7 +411,7 @@ namespace GodotTools.Export
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case OS.Platforms.Windows:
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case OS.Platforms.UWP:
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return "net_4_x_win";
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case OS.Platforms.macOS:
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case OS.Platforms.MacOS:
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case OS.Platforms.LinuxBSD:
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case OS.Platforms.Server:
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case OS.Platforms.Haiku:
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@ -272,7 +272,7 @@ namespace GodotTools
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bool osxAppBundleInstalled = false;
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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// The package path is '/Applications/Visual Studio Code.app'
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const string vscodeBundleId = "com.microsoft.VSCode";
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@ -312,7 +312,7 @@ namespace GodotTools
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string command;
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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if (!osxAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath))
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{
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@ -504,7 +504,7 @@ namespace GodotTools
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$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
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$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
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}
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else if (OS.IsmacOS)
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else if (OS.IsMacOS)
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{
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settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudioForMac}" +
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$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
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@ -111,7 +111,7 @@ namespace GodotTools.Ides
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{
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MonoDevelop.Instance GetMonoDevelopInstance(string solutionPath)
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{
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if (Utils.OS.IsmacOS && editorId == ExternalEditorId.VisualStudioForMac)
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if (Utils.OS.IsMacOS && editorId == ExternalEditorId.VisualStudioForMac)
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{
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vsForMacInstance = (vsForMacInstance?.IsDisposed ?? true ? null : vsForMacInstance) ??
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new MonoDevelop.Instance(solutionPath, MonoDevelop.EditorId.VisualStudioForMac);
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@ -26,7 +26,7 @@ namespace GodotTools.Ides.MonoDevelop
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string command;
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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string bundleId = BundleIds[editorId];
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@ -85,7 +85,7 @@ namespace GodotTools.Ides.MonoDevelop
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public Instance(string solutionFile, EditorId editorId)
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{
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if (editorId == EditorId.VisualStudioForMac && !OS.IsmacOS)
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if (editorId == EditorId.VisualStudioForMac && !OS.IsMacOS)
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throw new InvalidOperationException($"{nameof(EditorId.VisualStudioForMac)} not supported on this platform");
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this.solutionFile = solutionFile;
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@ -103,7 +103,7 @@ namespace GodotTools.Ides.MonoDevelop
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static Instance()
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{
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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ExecutableNames = new Dictionary<EditorId, string>
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{
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@ -32,7 +32,7 @@ namespace GodotTools.Ides.Rider
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{
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return CollectRiderInfosWindows();
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}
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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return CollectRiderInfosMac();
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}
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@ -138,7 +138,7 @@ namespace GodotTools.Ides.Rider
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return GetToolboxRiderRootPath(localAppData);
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}
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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{
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var home = Environment.GetEnvironmentVariable("HOME");
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if (string.IsNullOrEmpty(home))
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@ -211,7 +211,7 @@ namespace GodotTools.Ides.Rider
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{
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if (OS.IsWindows || OS.IsUnixLike)
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return "../../build.txt";
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if (OS.IsmacOS)
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if (OS.IsMacOS)
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return "Contents/Resources/build.txt";
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throw new Exception("Unknown OS.");
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}
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@ -21,7 +21,7 @@ namespace GodotTools.Utils
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public static class Names
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{
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public const string Windows = "Windows";
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public const string macOS = "macOS";
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public const string MacOS = "macOS";
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public const string Linux = "Linux";
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public const string FreeBSD = "FreeBSD";
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public const string NetBSD = "NetBSD";
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@ -37,7 +37,7 @@ namespace GodotTools.Utils
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public static class Platforms
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{
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public const string Windows = "windows";
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public const string macOS = "macos";
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public const string MacOS = "osx";
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public const string LinuxBSD = "linuxbsd";
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public const string Server = "server";
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public const string UWP = "uwp";
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@ -50,7 +50,7 @@ namespace GodotTools.Utils
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public static readonly Dictionary<string, string> PlatformNameMap = new Dictionary<string, string>
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{
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[Names.Windows] = Platforms.Windows,
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[Names.macOS] = Platforms.macOS,
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[Names.MacOS] = Platforms.MacOS,
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[Names.Linux] = Platforms.LinuxBSD,
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[Names.FreeBSD] = Platforms.LinuxBSD,
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[Names.NetBSD] = Platforms.LinuxBSD,
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@ -77,11 +77,11 @@ namespace GodotTools.Utils
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new[] {Names.Linux, Names.FreeBSD, Names.NetBSD, Names.BSD};
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private static readonly IEnumerable<string> UnixLikePlatforms =
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new[] {Names.macOS, Names.Server, Names.Haiku, Names.Android, Names.iOS}
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new[] {Names.MacOS, Names.Server, Names.Haiku, Names.Android, Names.iOS}
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.Concat(LinuxBSDPlatforms).ToArray();
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private static readonly Lazy<bool> _isWindows = new Lazy<bool>(() => IsOS(Names.Windows));
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private static readonly Lazy<bool> _ismacOS = new Lazy<bool>(() => IsOS(Names.macOS));
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private static readonly Lazy<bool> _isMacOS = new Lazy<bool>(() => IsOS(Names.MacOS));
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private static readonly Lazy<bool> _isLinuxBSD = new Lazy<bool>(() => IsAnyOS(LinuxBSDPlatforms));
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private static readonly Lazy<bool> _isServer = new Lazy<bool>(() => IsOS(Names.Server));
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private static readonly Lazy<bool> _isUWP = new Lazy<bool>(() => IsOS(Names.UWP));
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@ -92,7 +92,7 @@ namespace GodotTools.Utils
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private static readonly Lazy<bool> _isUnixLike = new Lazy<bool>(() => IsAnyOS(UnixLikePlatforms));
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public static bool IsWindows => _isWindows.Value || IsUWP;
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public static bool IsmacOS => _ismacOS.Value;
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public static bool IsMacOS => _isMacOS.Value;
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public static bool IsLinuxBSD => _isLinuxBSD.Value;
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public static bool IsServer => _isServer.Value;
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public static bool IsUWP => _isUWP.Value;
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