godot/modules/mono/config.py

59 lines
2.1 KiB
Python

supported_platforms = ['windows', 'osx', 'x11', 'server', 'android', 'haiku', 'javascript', 'iphone']
def can_build(env, platform):
return True
def configure(env):
platform = env['platform']
if platform not in supported_platforms:
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
default_mono_static = platform in ['iphone', 'javascript']
default_mono_bundles_zlib = platform in ['javascript']
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', default_mono_static))
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))
# TODO: It would be great if this could be detected automatically instead
envvars.Add(BoolVariable('mono_bundles_zlib', 'Specify if the Mono runtime was built with bundled zlib', default_mono_bundles_zlib))
envvars.Update(env)
Help(envvars.GenerateHelpText(env))
if env['mono_bundles_zlib']:
# Mono may come with zlib bundled for WASM or on newer version when built with MinGW.
print('This Mono runtime comes with zlib bundled. Disabling \'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