8997084831
-=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
39 lines
775 B
Plaintext
39 lines
775 B
Plaintext
Import('env')
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iphone_lib = [
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'os_iphone.cpp',
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#'rasterizer_iphone.cpp',
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'audio_driver_iphone.cpp',
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'sem_iphone.cpp',
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'gl_view.mm',
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'main.m',
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'app_delegate.mm',
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'view_controller.mm',
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'game_center.mm',
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'in_app_store.mm',
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'Appirater.m',
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]
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#env.Depends('#core/math/vector3.h', 'vector3_psp.h')
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#iphone_lib = env.Library('iphone', iphone_lib)
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env_ios = env.Clone();
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if env['ios_gles22_override'] == "yes":
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env_ios.Append(CPPFLAGS=['-DGLES2_OVERRIDE'])
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if env['ios_appirater'] == "yes":
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env_ios.Append(CPPFLAGS=['-DAPPIRATER_ENABLED'])
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obj = env_ios.Object('godot_iphone.cpp')
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prog = None
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prog = env_ios.Program('#bin/godot', [obj] + iphone_lib)
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action = "dsymutil "+File(prog)[0].path+" -o " + File(prog)[0].path + ".dSYM"
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env.AddPostAction(prog, action)
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