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godot/platform/macos/SCsub
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

49 lines
1.3 KiB
Python

#!/usr/bin/env python
from misc.utility.scons_hints import *
import platform_macos_builders
Import("env")
files = [
"os_macos.mm",
"godot_application.mm",
"godot_application_delegate.mm",
"crash_handler_macos.mm",
"display_server_macos_base.mm",
"display_server_embedded.mm",
"display_server_macos.mm",
"embedded_debugger.mm",
"embedded_gl_manager.mm",
"godot_button_view.mm",
"godot_content_view.mm",
"godot_status_item.mm",
"godot_window_delegate.mm",
"godot_window.mm",
"key_mapping_macos.mm",
"godot_main_macos.mm",
"godot_menu_delegate.mm",
"godot_menu_item.mm",
"godot_open_save_delegate.mm",
"native_menu_macos.mm",
"dir_access_macos.mm",
"tts_macos.mm",
"rendering_context_driver_vulkan_macos.mm",
"gl_manager_macos_angle.mm",
"gl_manager_macos_legacy.mm",
]
if env.editor_build:
files += [
"editor/embedded_game_view_plugin.mm",
"editor/embedded_process_macos.mm",
]
prog = env.add_program("#bin/godot", files)
if env["debug_symbols"] and env["separate_debug_symbols"]:
env.AddPostAction(prog, env.Run(platform_macos_builders.make_debug_macos))
if env["generate_bundle"]:
env.AlwaysBuild(env.CommandNoCache("generate_bundle", prog, env.Run(platform_macos_builders.generate_bundle)))