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Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
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@@ -48,16 +48,19 @@ def find_file_in_dir(directory, names, prefixes=[""], extensions=[""]):
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return ""
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def copy_file(src_dir, dst_dir, name):
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def copy_file(src_dir, dst_dir, src_name, dst_name=""):
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from shutil import copy
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src_path = os.path.join(Dir(src_dir).abspath, name)
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src_path = os.path.join(Dir(src_dir).abspath, src_name)
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dst_dir = Dir(dst_dir).abspath
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if not os.path.isdir(dst_dir):
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os.makedirs(dst_dir)
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copy(src_path, dst_dir)
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if dst_name:
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copy(src_path, os.path.join(dst_dir, dst_name))
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else:
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copy(src_path, dst_dir)
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def is_desktop(platform):
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@@ -65,11 +68,11 @@ def is_desktop(platform):
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def is_unix_like(platform):
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return platform in ["osx", "linuxbsd", "server", "android", "haiku"]
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return platform in ["osx", "linuxbsd", "server", "android", "haiku", "iphone"]
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def module_supports_tools_on(platform):
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return platform not in ["android", "javascript"]
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return platform not in ["android", "javascript", "iphone"]
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def find_wasm_src_dir(mono_root):
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@@ -87,6 +90,8 @@ def configure(env, env_mono):
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bits = env["bits"]
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is_android = env["platform"] == "android"
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is_javascript = env["platform"] == "javascript"
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is_ios = env["platform"] == "iphone"
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is_ios_sim = is_ios and env["arch"] in ["x86", "x86_64"]
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tools_enabled = env["tools"]
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mono_static = env["mono_static"]
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@@ -111,17 +116,32 @@ def configure(env, env_mono):
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raise RuntimeError("This module does not currently support building for this platform with tools enabled")
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if is_android and mono_static:
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# Android: When static linking and doing something that requires libmono-native, we get a dlopen error as libmono-native seems to depend on libmonosgen-2.0
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raise RuntimeError("Statically linking Mono is not currently supported on this platform")
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# FIXME: When static linking and doing something that requires libmono-native, we get a dlopen error as 'libmono-native'
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# seems to depend on 'libmonosgen-2.0'. Could be fixed by re-directing to '__Internal' with a dllmap or in the dlopen hook.
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raise RuntimeError("Statically linking Mono is not currently supported for this platform")
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if is_javascript:
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mono_static = True
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if not mono_static and (is_javascript or is_ios):
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raise RuntimeError("Dynamically linking Mono is not currently supported for this platform")
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if not mono_prefix and (os.getenv("MONO32_PREFIX") or os.getenv("MONO64_PREFIX")):
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print(
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"WARNING: The environment variables 'MONO32_PREFIX' and 'MONO64_PREFIX' are deprecated; use the 'mono_prefix' SCons parameter instead"
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)
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# Although we don't support building with tools for any platform where we currently use static AOT,
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# if these are supported in the future, we won't be using static AOT for them as that would be
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# too restrictive for the editor. These builds would probably be made to only use the interpreter.
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mono_aot_static = (is_ios and not is_ios_sim) and not env["tools"]
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# Static AOT is only supported on the root domain
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mono_single_appdomain = mono_aot_static
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if mono_single_appdomain:
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env_mono.Append(CPPDEFINES=["GD_MONO_SINGLE_APPDOMAIN"])
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if (env["tools"] or env["target"] != "release") and not mono_single_appdomain:
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env_mono.Append(CPPDEFINES=["GD_MONO_HOT_RELOAD"])
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if env["platform"] == "windows":
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mono_root = mono_prefix
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@@ -193,6 +213,7 @@ def configure(env, env_mono):
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copy_file(mono_bin_path, "#bin", mono_dll_file)
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else:
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is_apple = env["platform"] in ["osx", "iphone"]
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is_macos = is_apple and not is_ios
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sharedlib_ext = ".dylib" if is_apple else ".so"
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@@ -200,12 +221,12 @@ def configure(env, env_mono):
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mono_lib_path = ""
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mono_so_file = ""
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if not mono_root and (is_android or is_javascript):
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if not mono_root and (is_android or is_javascript or is_ios):
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raise RuntimeError(
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"Mono installation directory not found; specify one manually with the 'mono_prefix' SCons parameter"
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)
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if not mono_root and is_apple:
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if not mono_root and is_macos:
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# Try with some known directories under OSX
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hint_dirs = ["/Library/Frameworks/Mono.framework/Versions/Current", "/usr/local/var/homebrew/linked/mono"]
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for hint_dir in hint_dirs:
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@@ -223,6 +244,9 @@ def configure(env, env_mono):
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+ "specify one manually with the 'mono_prefix' SCons parameter"
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)
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if is_ios and not is_ios_sim:
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env_mono.Append(CPPDEFINES=["IOS_DEVICE"])
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if mono_root:
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print("Found Mono root directory: " + mono_root)
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@@ -244,7 +268,26 @@ def configure(env, env_mono):
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mono_lib_file = os.path.join(mono_lib_path, "lib" + mono_lib + ".a")
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if is_apple:
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env.Append(LINKFLAGS=["-Wl,-force_load," + mono_lib_file])
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if is_macos:
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env.Append(LINKFLAGS=["-Wl,-force_load," + mono_lib_file])
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else:
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arch = env["arch"]
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def copy_mono_lib(libname_wo_ext):
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copy_file(
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mono_lib_path, "#bin", libname_wo_ext + ".a", "%s.iphone.%s.a" % (libname_wo_ext, arch)
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)
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# Copy Mono libraries to the output folder. These are meant to be bundled with
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# the export templates and added to the Xcode project when exporting a game.
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copy_mono_lib("lib" + mono_lib)
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copy_mono_lib("libmono-native")
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copy_mono_lib("libmono-profiler-log")
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if not is_ios_sim:
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copy_mono_lib("libmono-ee-interp")
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copy_mono_lib("libmono-icall-table")
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copy_mono_lib("libmono-ilgen")
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else:
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assert is_desktop(env["platform"]) or is_android or is_javascript
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env.Append(LINKFLAGS=["-Wl,-whole-archive", mono_lib_file, "-Wl,-no-whole-archive"])
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@@ -281,10 +324,12 @@ def configure(env, env_mono):
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else:
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env.Append(LIBS=[mono_lib])
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if is_apple:
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if is_macos:
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env.Append(LIBS=["iconv", "pthread"])
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elif is_android:
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pass # Nothing
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elif is_ios:
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pass # Nothing, linking is delegated to the exported Xcode project
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elif is_javascript:
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env.Append(LIBS=["m", "rt", "dl", "pthread"])
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else:
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@@ -344,6 +389,8 @@ def configure(env, env_mono):
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copy_mono_shared_libs(env, mono_root, None)
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elif is_javascript:
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pass # No data directory for this platform
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elif is_ios:
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pass # No data directory for this platform
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if copy_mono_root:
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if not mono_root:
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