def can_build(env, platform): 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') env.use_ptrcall = True env.add_module_version_string('mono') 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': # 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 thirdparty_zlib_dir = "#thirdparty/zlib/" env.Prepend(CPPPATH=[thirdparty_zlib_dir]) def get_doc_classes(): return [ '@C#', 'CSharpScript', 'GodotSharp', ] def get_doc_path(): return 'doc_classes' def is_enabled(): # The module is disabled by default. Use module_mono_enabled=yes to enable it. return False