8f0f327f02
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
26 lines
712 B
Python
26 lines
712 B
Python
#!/usr/bin/env python
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Import('env')
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iphone_lib = [
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'godot_iphone.cpp',
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'os_iphone.cpp',
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'sem_iphone.cpp',
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'gl_view.mm',
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'main.m',
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'app_delegate.mm',
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'view_controller.mm',
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'game_center.mm',
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'in_app_store.mm',
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'icloud.mm',
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'ios.mm',
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]
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env_ios = env.Clone()
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ios_lib = env_ios.Library('iphone', iphone_lib)
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def combine_libs(target=None, source=None, env=None):
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lib_path = target[0].srcnode().abspath
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env.Execute('$IPHONEPATH/usr/bin/libtool -static -o "' + lib_path + '" ' + ' '.join([('"' + lib.srcnode().abspath + '"') for lib in source]))
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combine_command = env_ios.Command('#bin/libgodot' + env_ios['LIBSUFFIX'], [ios_lib] + env_ios['LIBS'], combine_libs)
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