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Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.
Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
* Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
(closes #9449)
* Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
* Do not require system OpenSSL for building (closes #9443)
* Fix typo'ed use_leak_sanitizer option
* Fix .llvm suffix overriding custom extra_suffix
28 lines
556 B
Python
28 lines
556 B
Python
#!/usr/bin/env python
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Import('env')
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iphone_lib = [
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'os_iphone.cpp',
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'audio_driver_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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obj = env_ios.Object('godot_iphone.cpp')
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prog = None
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prog = env_ios.Program('#bin/godot', [obj] + iphone_lib)
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action = "$IPHONEPATH/usr/bin/dsymutil " + File(prog)[0].path + " -o " + File(prog)[0].path + ".dSYM"
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env.AddPostAction(prog, action)
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