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@@ -13,92 +13,99 @@ Requirements
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- NuGet
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- pkg-config
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-You may need to import necessary certificates for NuGet to perform HTTPS requests. You can do this
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-with the following command (on Windows, you can run it from the Mono command line prompt):
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-
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-::
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+You may need to import necessary certificates for NuGet to perform HTTPS
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+requests. You can do this with the following command (on Windows, you can run it
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+from the Mono command line prompt)::
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mozroots --import --sync
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Environment variables
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---------------------
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-By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms.
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-You can specify a different installation directory by passing the ``mono_prefix`` command-line option to SCons;
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-e.g.: ``scons [...] mono_prefix=%ProgramFiles%/Mono``.
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+By default, SCons will try to find Mono in the Windows Registry on Windows or
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+via ``pkg-config`` on other platforms. You can specify a different installation
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+directory by passing the ``mono_prefix`` command-line option to SCons; e.g.
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+``scons [...] mono_prefix=%ProgramFiles%/Mono``.
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This is the directory that contains the subdirectories ``include`` and ``lib``.
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Enable the Mono module
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----------------------
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-By default, the mono module is disabled for builds. To enable it you can pass the
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-option ``module_mono_enabled=yes`` to your SCons command.
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+By default, the Mono module is disabled when building. To enable it, add the
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+option ``module_mono_enabled=yes`` to the SCons command line.
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Generate the glue
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-------------------
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-The glue sources are the wrapper functions that will be called by managed methods. These source
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-files must be generated before building your final binaries. In order to generate them, first,
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-you must build a temporary Godot binary with the options ``tools=yes`` and ``mono_glue=no``:
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-
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-::
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+Glue sources are the wrapper functions that will be called by managed methods.
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+These source files must be generated before building your final binaries. In
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+order to generate them, first, you must build a temporary Godot binary with the
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+options ``tools=yes`` and ``mono_glue=no``::
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scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=no
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-After the build finishes, you need to run the compiled executable with the parameter
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-``--generate-mono-glue`` followed by the path to an output directory. This path
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-must be ``modules/mono/glue`` in the Godot directory.
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-
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-::
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+After the build finishes, you need to run the compiled executable with the
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+parameter ``--generate-mono-glue`` followed by the path to an output directory.
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+This path must be ``modules/mono/glue`` in the Godot directory::
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<godot_binary> --generate-mono-glue modules/mono/glue
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This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp``
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and the C# solution for the Godot API at ``modules/mono/glue/Managed/Generated``.
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-Once these files are generated, you can build Godot for all the desired targets without the need to repeat this process.
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-
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-``<godot_binary>`` refers to the tools binary you compiled above with the Mono module enabled.
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-Its exact name will differ based on your system and configuration, but should be of the form
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-``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.exe``.
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-Be especially aware of the **.mono** suffix! If you compiled Godot without Mono support previously,
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-you might have similarly named binaries without this suffix which can't be used to generate the Mono glue.
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+Once these files are generated, you can build Godot for all the desired targets
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+without having to repeat this process.
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+
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+``<godot_binary>`` refers to the tools binary you compiled above with the Mono
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+module enabled. Its exact name will differ based on your system and
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+configuration, but should be of the form
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+``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono``
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+or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono**
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+suffix! If you've previously compiled Godot without Mono support, you might have
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+similarly named binaries without this suffix. These binaries can't be used to
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+generate the Mono glue.
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Notes
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^^^^^
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-- **Do not** build your final binaries with ``mono_glue=no``. This disables C# scripting.
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- This option must be used only for the temporary binary that will generate the glue.
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- Godot will print a warning at startup if it was built without the glue sources.
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-- The glue sources must be regenerated every time the ClassDB registered API changes. That is, for example,
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- when a new method is registered to the scripting API or one of the parameter of such a method changes.
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- Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources.
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+- **Do not build your final binaries with** ``mono_glue=no``.
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+ This disables C# scripting. This option must be used only for the temporary
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+ binary that will generate the glue. Godot will print a warning at startup if
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+ it was built without the glue sources.
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+- The glue sources must be regenerated every time the ClassDB-registered API
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+ changes. That is, for example, when a new method is registered to the
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+ scripting API or one of the parameters of such a method changes.
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+ Godot will print an error at startup if there is an API mismatch
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+ between ClassDB and the glue sources.
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Rebuild with Mono glue
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----------------------
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-Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``.
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-This is the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:
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-
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-::
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+Once you have generated the Mono glue, you can build the final binary with
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+``mono_glue=yes``. This is the default value for ``mono_glue``, so you can also
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+omit it. To build a Mono-enabled editor::
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scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=yes
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-And Mono-enabled export templates:
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-
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-::
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+And Mono-enabled export templates::
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scons p=<platform> tools=no module_mono_enabled=yes mono_glue=yes
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-If everything went well, apart from the normal output SCons should have created the following files in the ``bin`` directory:
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-
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-- If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library (``monosgen-2.0``) next
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- next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android,
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- no extra steps are required as this library is automatically copied to ``#platform/android/java/libs`` and gradle takes care of the rest.
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-- Unlike "classical" Godot builds, when building with the mono module enabled and depending of the target platform a data directory
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- may be created both for the editor and for export templates. This directory is important for proper functioning and must be
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- distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`.
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-
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+If everything went well, apart from the normal output, SCons should have created
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+the following files in the ``bin`` directory:
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+
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+- If you're not linking the Mono runtime statically, the build script will place
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+ the Mono runtime shared library (``monosgen-2.0``) next to the Godot
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+ binary in the output directory. Make sure to include this library when
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+ distributing Godot. When targeting Android, no extra steps are required as
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+ this library is automatically copied to ``#platform/android/java/libs`` and
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+ Gradle takes care of the rest.
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+- Unlike "classical" Godot builds, when building with the Mono module enabled
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+ (and depending on the target platform), a data directory may be created both
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+ for the editor and for export templates. This directory is important for
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+ proper functioning and must be distributed together with Godot.
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+ More details about this directory in
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+ :ref:`Data directory<compiling_with_mono_data_directory>`.
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Examples
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--------
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@@ -140,23 +147,30 @@ Example (X11)
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Data directory
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--------------
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-The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files
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-that are important for the correct functioning of Godot. It must be distributed together with the Godot executable.
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-This information does not apply for ``Android`` as there is no data directory for that platform.
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+The data directory is a dependency for Godot binaries built with the Mono module
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+enabled. It contains important files for the correct functioning of Godot. It
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+must be distributed together with the Godot executable.
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+
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+.. note:: The information below doesn't apply to Android, as there is
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+ no data directory for that platform.
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Export templates
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^^^^^^^^^^^^^^^^
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-The name of the data directory for a export template differs based on the configuration it was built with.
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-The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64.release``.
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+The name of the data directory for an export template differs based on the
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+configuration it was built with. The format is
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+``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.debug`` or
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+``data.mono.windows.64.release``.
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-This directory must be placed with its original name next to the Godot export templates.
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-When exporting a project, Godot will also copy this directory with the game executable but
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-the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name
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-as specified in the project setting ``application/config/name``.
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+This directory must be placed with its original name next to the Godot export
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+templates. When exporting a project, Godot will also copy this directory with
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+the game executable but the name will be changed to ``data_<APPNAME>``, where
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+``<APPNAME>`` is the application name as specified in the project setting
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+``application/config/name``.
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-In the case of macOS, where the export template is compressed as a zip file, the
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-contents of the data directory can be placed in the following locations inside the zip:
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+In the case of macOS, where the export template is compressed as a ZIP archive,
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+the contents of the data directory can be placed in the following locations
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+inside the ZIP archive:
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+-------------------------------------------------------+---------------------------------------------------------------+
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| ``bin/data.mono.<platform>.<bits>.<target>/Mono/lib`` | ``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib`` |
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@@ -167,15 +181,16 @@ contents of the data directory can be placed in the following locations inside t
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Editor
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^^^^^^^^
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-The name of the data directory for the Godot editor will always be ``GodotSharp``.
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-The contents of this directory are the following:
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+The name of the data directory for the Godot editor will always be
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+``GodotSharp``. The contents of this directory are the following:
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- ``Api``
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- ``Mono`` (optional)
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- ``Tools``
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-The ``Api`` subdirectory contains the Godot API assemblies.
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-In the case of macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:
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+The ``Api`` subdirectory contains the Godot API assemblies. On macOS, if the
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+Godot editor is distributed as a bundle, the contents of the data directory may
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+be placed in the following locations:
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+-------------------------------------------------------+---------------------------------------------------------------+
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| ``bin/data.mono.<platform>.<bits>.<target>/Api`` | ``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api`` |
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@@ -187,44 +202,58 @@ In the case of macOS, if the Godot editor is distributed as a bundle, the conten
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| ``bin/data.mono.<platform>.<bits>.<target>/Tools`` | ``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools`` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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-The ``Mono`` subdirectory is optional but will be needed when distributing the editor, as some issues might arise
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-when the installed Mono version in the user's system is not be the same as the one the Godot editor was built with.
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-Pass ``copy_mono_root=yes`` to SCons when building the editor in order to create this folder and its contents.
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+The ``Mono`` subdirectory is optional. It will be needed when distributing the
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+editor, as issues can arise when the user-installed Mono version isn't identical
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+to the one the Godot editor was built with. Pass ``copy_mono_root=yes`` to SCons
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+when building the editor in order to create this folder and its contents.
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-The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotTools`` assemblies and its dependencies.
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+The ``Tools`` subdirectory contains tools required by the editor, like the
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+``GodotTools`` assemblies and its dependencies.
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Targeting Android
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-----------------
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-Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms,
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-as there are no additional steps required after building. There is no need to worry about any
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-dependency like a data directory or the runtime shared library (when dynamically linking) as
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-those are automatically added to the gradle project.
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-
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-Before building Godot you do need to cross compile the Mono runtime for the target architectures.
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-We recommend using these `build scripts <https://github.com/godotengine/godot-mono-builds>`_.
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-They simplify this process but also include some patches needed for proper functioning with Godot.
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-Read the README for instructions on how to use the scripts.
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-
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-Once you've built Mono, you can proceed to build Godot with the instructions described
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-in this page and the :ref:`Compiling for Android<doc_compiling_for_android>` page.
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-Make sure to let SCons know about the location of the Mono runtime you just built:
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-``scons [...] mono_prefix=$HOME/mono-installs/android-armeabi-v7a-release``
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-(This path may be different on your system depending on the options you used to build Mono).
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+Compiling the Android export templates with Mono is a bit simpler than it is for
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+the desktop platforms, as there are no additional steps required after building.
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+There is no need to worry about run-time dependencies like a data directory or
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+the shared library (when dynamically linking) as those are automatically added
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+to the Gradle project.
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+
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+Before building Godot, you need to cross compile the Mono runtime for the target
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+architectures. We recommend using these
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+`build scripts <https://github.com/godotengine/godot-mono-builds>`_.
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+They simplify this process but also include some patches needed
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+for proper functioning with Godot. See the README on the link above
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+for instructions on how to use the scripts.
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+
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+Once you've built Mono, you can proceed to build Godot with the instructions
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+described in this page and the
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+:ref:`Compiling for Android<doc_compiling_for_android>` page. Make sure
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+to let SCons know about the location of the Mono runtime you've just built:
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+``scons [...] mono_prefix="$HOME/mono-installs/android-armeabi-v7a-release"``
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+(This path may be different on your system, depending on the options you used
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+to build Mono).
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Command-line options
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--------------------
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-The following is the list of command-line options available when building with the mono module:
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+The following is the list of command-line options available when building with
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+the Mono module:
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-- **module_mono_enabled**: Build Godot with the mono module enabled ( yes | **no** )
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+- **module_mono_enabled**: Build Godot with the Mono module enabled
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+ (yes | **no**)
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-- **mono_glue**: Whether to include the glue source files in the build and define `MONO_GLUE_DISABLED` as a preprocessor macro ( **yes** | no )
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+- **mono_glue**: Whether to include the glue source files in the build
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+ and define ``MONO_GLUE_DISABLED`` as a preprocessor macro (**yes** | no)
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-- **mono_prefix**: Path to the Mono installation directory for the target platform and architecture
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+- **mono_prefix**: Path to the Mono installation directory
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+ for the target platform and architecture
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-- **xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available ( yes | **no** )
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+- **xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available
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+ (yes | **no**)
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-- **mono_static**: Whether to link the mono runtime statically ( yes | **no** )
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+- **mono_static**: Whether to link the Mono runtime statically
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+ (yes | **no**)
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-- **copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor ( yes | **no** )
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+- **copy_mono_root**: Whether to copy the Mono framework assemblies
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+ and configuration files required by the Godot editor (yes | **no**)
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