#!/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)))