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:
Ignacio Etcheverry
2020-04-14 18:03:10 +02:00
parent 6b38fe691a
commit 445f1c6e7b
27 changed files with 1375 additions and 639 deletions
+3 -3
View File
@@ -40,7 +40,7 @@
#endif
#ifdef ANDROID_ENABLED
#include "mono_gd/gd_mono_android.h"
#include "mono_gd/support/mono-support.h"
#endif
#include "mono_gd/gd_mono.h"
@@ -169,7 +169,7 @@ private:
data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
#ifdef ANDROID_ENABLED
data_mono_lib_dir = GDMonoAndroid::get_app_native_lib_dir();
data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
#else
data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
#endif
@@ -206,7 +206,7 @@ private:
data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
#ifdef ANDROID_ENABLED
data_mono_lib_dir = GDMonoAndroid::get_app_native_lib_dir();
data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
#else
data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");