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Allow configuring iOS export
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
This commit is contained in:
committed by
Ruslan Mustakov
parent
82ad05a20e
commit
8f0f327f02
@@ -123,7 +123,7 @@ bool GDNative::initialize() {
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return false;
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}
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#ifdef IPHONE_ENABLED
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String path = lib_path.replace("res://", "dylibs/");
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String path = "";
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#else
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String path = ProjectSettings::get_singleton()->globalize_path(lib_path);
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#endif
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@@ -148,7 +148,7 @@ bool GDNative::initialize() {
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// we cheat here a little bit. you saw nothing
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initialized = true;
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err = get_symbol(library->get_symbol_prefix() + init_symbol, library_init);
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err = get_symbol(library->get_symbol_prefix() + init_symbol, library_init, false);
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initialized = false;
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@@ -280,7 +280,7 @@ Variant GDNative::call_native(StringName p_native_call_type, StringName p_proced
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return *(Variant *)&result;
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}
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Error GDNative::get_symbol(StringName p_procedure_name, void *&r_handle) {
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Error GDNative::get_symbol(StringName p_procedure_name, void *&r_handle, bool p_optional) {
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if (!initialized) {
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ERR_PRINT("No valid library handle, can't get symbol from GDNative object");
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@@ -291,7 +291,7 @@ Error GDNative::get_symbol(StringName p_procedure_name, void *&r_handle) {
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native_handle,
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p_procedure_name,
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r_handle,
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true);
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p_optional);
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return result;
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}
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