Haiku: Remove remnants of past WIP platform port
The Haiku platform port was never finalized, and moved to a separate repo in Godot 3.2 days: https://github.com/godotengine/godot-platform-haiku Sadly it didn't garner more interest there and is bitrotting. It was never ported to Godot 4 so the bits of Haiku support left in Mono aren't useful.
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@ -2,7 +2,7 @@
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Import("env")
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if env["platform"] in ["haiku", "macos", "windows", "linuxbsd"]:
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if env["platform"] in ["macos", "windows", "linuxbsd"]:
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# Thirdparty source files
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thirdparty_dir = "#thirdparty/glad/"
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thirdparty_sources = [
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@ -3,11 +3,11 @@ import os.path
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def is_desktop(platform):
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return platform in ["windows", "macos", "linuxbsd", "haiku"]
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return platform in ["windows", "macos", "linuxbsd"]
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def is_unix_like(platform):
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return platform in ["macos", "linuxbsd", "android", "haiku", "ios"]
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return platform in ["macos", "linuxbsd", "android", "ios"]
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def module_supports_tools_on(platform):
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@ -1,5 +1,5 @@
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# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "haiku", "web", "ios"]
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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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# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "web", "ios"]
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# Eventually support for each them should be added back.
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supported_platforms = ["windows", "macos", "linuxbsd", "android"]
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@ -84,7 +84,6 @@
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'ios' ">GODOT_IPHONE;GODOT_IOS;GODOT_MOBILE</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'web' ">GODOT_JAVASCRIPT;GODOT_HTML5;GODOT_WASM;GODOT_WEB</GodotPlatformConstants>
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@ -603,10 +603,6 @@ MONO_AOT_MODE_LAST = 1000,
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{
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return $"linux-{arch}";
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}
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case OS.Platforms.Haiku:
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{
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return $"{platform}-{arch}";
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}
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default:
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throw new NotSupportedException($"Platform not supported: {platform}");
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}
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@ -26,7 +26,6 @@ namespace GodotTools.Utils
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public const string FreeBSD = "FreeBSD";
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public const string NetBSD = "NetBSD";
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public const string BSD = "BSD";
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public const string Haiku = "Haiku";
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public const string Android = "Android";
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public const string iOS = "iOS";
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public const string Web = "Web";
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@ -40,7 +39,6 @@ namespace GodotTools.Utils
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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 LinuxBSD = "linuxbsd";
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public const string Haiku = "haiku";
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public const string Android = "android";
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public const string iOS = "ios";
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public const string Web = "web";
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@ -69,7 +67,6 @@ namespace GodotTools.Utils
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["Windows"] = Platforms.Windows,
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["macOS"] = Platforms.MacOS,
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["Linux"] = Platforms.LinuxBSD,
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["Haiku"] = Platforms.Haiku,
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["Android"] = Platforms.Android,
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["iOS"] = Platforms.iOS,
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["Web"] = Platforms.Web
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@ -83,7 +80,6 @@ namespace GodotTools.Utils
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[Names.FreeBSD] = Platforms.LinuxBSD,
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[Names.NetBSD] = Platforms.LinuxBSD,
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[Names.BSD] = Platforms.LinuxBSD,
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[Names.Haiku] = Platforms.Haiku,
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[Names.Android] = Platforms.Android,
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[Names.iOS] = Platforms.iOS,
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[Names.Web] = Platforms.Web
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@ -127,13 +123,12 @@ 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.Haiku, Names.Android, Names.iOS }
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new[] { Names.MacOS, Names.Android, Names.iOS }
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.Concat(LinuxBSDPlatforms).ToArray();
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private static readonly Lazy<bool> _isWindows = new(() => IsOS(Names.Windows));
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private static readonly Lazy<bool> _isMacOS = new(() => IsOS(Names.MacOS));
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private static readonly Lazy<bool> _isLinuxBSD = new(() => IsAnyOS(LinuxBSDPlatforms));
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private static readonly Lazy<bool> _isHaiku = new(() => IsOS(Names.Haiku));
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private static readonly Lazy<bool> _isAndroid = new(() => IsOS(Names.Android));
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private static readonly Lazy<bool> _isiOS = new(() => IsOS(Names.iOS));
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private static readonly Lazy<bool> _isWeb = new(() => IsOS(Names.Web));
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@ -145,8 +140,6 @@ namespace GodotTools.Utils
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[SupportedOSPlatformGuard("linux")] public static bool IsLinuxBSD => _isLinuxBSD.Value;
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public static bool IsHaiku => _isHaiku.Value;
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[SupportedOSPlatformGuard("android")] public static bool IsAndroid => _isAndroid.Value;
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[SupportedOSPlatformGuard("ios")] public static bool IsiOS => _isiOS.Value;
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@ -100,7 +100,6 @@ static const char *platform_name_map[][2] = {
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{ "FreeBSD", "linuxbsd" },
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{ "NetBSD", "linuxbsd" },
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{ "BSD", "linuxbsd" },
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{ "Haiku", "haiku" },
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{ "Android", "android" },
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{ "iOS", "ios" },
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{ "Web", "web" },
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