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.
This commit is contained in:
@ -582,6 +582,14 @@ String EditorExportPlugin::get_ios_cpp_code() const {
|
||||
return ios_cpp_code;
|
||||
}
|
||||
|
||||
void EditorExportPlugin::add_ios_project_static_lib(const String &p_path) {
|
||||
ios_project_static_libs.push_back(p_path);
|
||||
}
|
||||
|
||||
Vector<String> EditorExportPlugin::get_ios_project_static_libs() const {
|
||||
return ios_project_static_libs;
|
||||
}
|
||||
|
||||
void EditorExportPlugin::_export_file_script(const String &p_path, const String &p_type, const PoolVector<String> &p_features) {
|
||||
|
||||
if (get_script_instance()) {
|
||||
@ -617,6 +625,7 @@ void EditorExportPlugin::skip() {
|
||||
void EditorExportPlugin::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_shared_object", "path", "tags"), &EditorExportPlugin::add_shared_object);
|
||||
ClassDB::bind_method(D_METHOD("add_ios_project_static_lib", "path"), &EditorExportPlugin::add_ios_project_static_lib);
|
||||
ClassDB::bind_method(D_METHOD("add_file", "path", "file", "remap"), &EditorExportPlugin::add_file);
|
||||
ClassDB::bind_method(D_METHOD("add_ios_framework", "path"), &EditorExportPlugin::add_ios_framework);
|
||||
ClassDB::bind_method(D_METHOD("add_ios_plist_content", "plist_content"), &EditorExportPlugin::add_ios_plist_content);
|
||||
|
||||
Reference in New Issue
Block a user