virtualx-engine/platform/iphone/SCsub
Juan Linietsky 0fa94a9690 Build System Changes
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Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
2014-10-07 01:31:49 -03:00

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Import('env')
iphone_lib = [
'os_iphone.cpp',
#'rasterizer_iphone.cpp',
'audio_driver_iphone.cpp',
'sem_iphone.cpp',
'gl_view.mm',
'main.m',
'app_delegate.mm',
'view_controller.mm',
'game_center.mm',
'in_app_store.mm',
'Appirater.m',
]
#env.Depends('#core/math/vector3.h', 'vector3_psp.h')
#iphone_lib = env.Library('iphone', iphone_lib)
env_ios = env.Clone();
if env['ios_gles22_override'] == "yes":
env_ios.Append(CPPFLAGS=['-DGLES2_OVERRIDE'])
if env['ios_GLES1_override'] == "yes":
env_ios.Append(CPPFLAGS=['-DGLES1_OVERRIDE'])
if env['ios_appirater'] == "yes":
env_ios.Append(CPPFLAGS=['-DAPPIRATER_ENABLED'])
obj = env_ios.Object('godot_iphone.cpp')
prog = None
prog = env_ios.Program('#bin/godot', [obj] + iphone_lib)
action = "dsymutil "+File(prog)[0].path+" -o " + File(prog)[0].path + ".dSYM"
env.AddPostAction(prog, action)