Update C# preprocessor defines and add iOS

This commit is contained in:
Aaron Franke
2020-06-24 02:09:07 -04:00
parent c6c323b1c4
commit 23d9dd6e51

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@@ -222,10 +222,12 @@ Full list of defines
* One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_HTML5``,
or ``GODOT_SERVER`` depending on the OS. These names may change in the future.
These are created from the ``get_name()`` method of the :ref:``OS <class_OS>`` singleton,
but not every possible OS the method returns is an OS that Godot with Mono runs on.
* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``,
``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER``
depending on the OS. These names may change in the future.
These are created from the ``get_name()`` method of the
:ref:``OS <class_OS>`` singleton, but not every possible OS
the method returns is an OS that Godot with Mono runs on.
When **exporting**, the following may also be defined depending on the export features:
@@ -233,6 +235,11 @@ When **exporting**, the following may also be defined depending on the export fe
* One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only depending on the architecture.
* One of ``GODOT_S3TC``, ``GODOT_ETC``, or ``GODOT_ETC2`` depending on the texture compression type.
* One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the architecture.
* Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type.
* Any custom features added in the export menu will be capitalized and prefixed: ``foo`` -> ``GODOT_FOO``.
To see an example project, see the OS testing demo:
https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test