88e367a406
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.
32 lines
1 KiB
Python
32 lines
1 KiB
Python
#!/usr/bin/env python
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import build_scripts.mono_configure as mono_configure
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Import("env")
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Import("env_modules")
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env_mono = env_modules.Clone()
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# Configure Mono
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mono_configure.configure(env, env_mono)
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# Add sources
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env_mono.add_source_files(env.modules_sources, "*.cpp")
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env_mono.add_source_files(env.modules_sources, "glue/*.cpp")
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env_mono.add_source_files(env.modules_sources, "glue/mono_glue.gen.cpp")
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env_mono.add_source_files(env.modules_sources, "mono_gd/*.cpp")
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env_mono.add_source_files(env.modules_sources, "utils/*.cpp")
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env_mono.add_source_files(env.modules_sources, "mono_gd/support/*.cpp")
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if env["platform"] in ["macos", "ios"]:
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env_mono.add_source_files(env.modules_sources, "mono_gd/support/*.mm")
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env_mono.add_source_files(env.modules_sources, "mono_gd/support/*.m")
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elif env["platform"] == "android":
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env_mono.add_source_files(env.modules_sources, "mono_gd/android_mono_config.gen.cpp")
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if env["tools"]:
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env_mono.add_source_files(env.modules_sources, "editor/*.cpp")
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SConscript("editor/script_templates/SCsub")
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