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- def can_build(env, platform):
- return True
- def configure(env):
- if env['platform'] not in ['windows', 'osx', 'x11', 'server', 'android', 'haiku', 'javascript']:
- 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
- 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))
- 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])
- 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
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