godot/modules/mono/config.py

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def can_build(env, platform):
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return True
def configure(env):
if env['platform'] not in ['windows', 'osx', 'linuxbsd', 'server', 'android', 'haiku', 'javascript']:
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raise RuntimeError('This module does not currently support building for this platform')
env.use_ptrcall = True
env.add_module_version_string('mono')
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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))
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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])
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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