godot/platform/iphone/SCsub
Ruslan Mustakov 8f0f327f02 Allow configuring iOS export
- EditorExportPlugin's _export_begin accepts all the arguments related
   to the current export (is_debug, path, flags).

 - EditorExportPlugin API is extended with methods allowing to configure
   iOS export: add_ios_framework, add_ios_plist_content,
   add_ios_linker_flags, add_ios_bundle_file.

 - iOS export template now contains Godot as a static library so that
   it can be linked with third-party Frameworks and GDNative static
   libraries.

 - Adds method to DirAccess for recursive copying of a directory.

 - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-21 01:16:49 +07:00

27 lines
712 B
Python

#!/usr/bin/env python
Import('env')
iphone_lib = [
'godot_iphone.cpp',
'os_iphone.cpp',
'sem_iphone.cpp',
'gl_view.mm',
'main.m',
'app_delegate.mm',
'view_controller.mm',
'game_center.mm',
'in_app_store.mm',
'icloud.mm',
'ios.mm',
]
env_ios = env.Clone()
ios_lib = env_ios.Library('iphone', iphone_lib)
def combine_libs(target=None, source=None, env=None):
lib_path = target[0].srcnode().abspath
env.Execute('$IPHONEPATH/usr/bin/libtool -static -o "' + lib_path + '" ' + ' '.join([('"' + lib.srcnode().abspath + '"') for lib in source]))
combine_command = env_ios.Command('#bin/libgodot' + env_ios['LIBSUFFIX'], [ios_lib] + env_ios['LIBS'], combine_libs)