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Merge pull request #11369 from Ivorforce/godot-cpp-intro-mobile

Remove mentions of mobile platforms from godot-cpp "Getting started" document
Max Hilbrunner hace 4 días
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Se han modificado 1 ficheros con 0 adiciones y 27 borrados
  1. 0 27
      tutorials/scripting/cpp/gdextension_cpp_example.rst

+ 0 - 27
tutorials/scripting/cpp/gdextension_cpp_example.rst

@@ -313,19 +313,6 @@ structure alongside ``godot-cpp``, ``src`` and ``demo``, then run:
 
 You should now be able to find the module in ``demo/bin/<platform>``.
 
-When building for iOS, package the module as a static `.xcframework`, you can use
-following commands to do so:
-
-::
-
-    # compile simulator and device modules
-    scons arch=universal ios_simulator=yes platform=ios target=<target>
-    scons arch=arm64 ios_simulator=no platform=ios target=<target>
-
-    # assemble xcframeworks
-    xcodebuild -create-xcframework -library demo/bin/libgdexample.ios.<target>.a -library demo/bin/libgdexample.ios.<target>.simulator.a -output demo/bin/libgdexample.ios.<target>.xcframework
-    xcodebuild -create-xcframework -library godot-cpp/bin/libgodot-cpp.ios.<target>.arm64.a -library godot-cpp/bin/libgodot-cpp.ios.<target>.universal.simulator.a  -output demo/bin/libgodot-cpp.ios.<target>.xcframework
-
 .. note::
 
     Here, we've compiled both godot-cpp and our gdexample library as debug
@@ -353,8 +340,6 @@ loaded for each platform and the entry function for the module. It is called ``g
 
     macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
     macos.release = "res://bin/libgdexample.macos.template_release.framework"
-    ios.debug = "res://bin/libgdexample.ios.template_debug.xcframework"
-    ios.release = "res://bin/libgdexample.ios.template_release.xcframework"
     windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
     windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
     windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
@@ -365,18 +350,6 @@ loaded for each platform and the entry function for the module. It is called ``g
     linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
     linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
     linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"
-    android.debug.x86_64 = "res://bin/libgdexample.android.template_debug.x86_64.so"
-    android.release.x86_64 = "res://bin/libgdexample.android.template_release.x86_64.so"
-    android.debug.arm64 = "res://bin/libgdexample.android.template_debug.arm64.so"
-    android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"
-
-    [dependencies]
-    ios.debug = {
-        "res://bin/libgodot-cpp.ios.template_debug.xcframework": ""
-    }
-    ios.release = {
-        "res://bin/libgodot-cpp.ios.template_release.xcframework": ""
-    }
 
 This file contains a ``configuration`` section that controls the entry function of the module.
 You should also set the minimum compatible Godot version with ``compatibility_minimum``,