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path: root/modules/mono/config.py
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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