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  1. #!/usr/bin/env python
  2. from misc.utility.scons_hints import *
  3. import platform_macos_builders
  4. Import("env")
  5. files = [
  6. "os_macos.mm",
  7. "godot_application.mm",
  8. "godot_application_delegate.mm",
  9. "crash_handler_macos.mm",
  10. "macos_terminal_logger.mm",
  11. "display_server_embedded.mm",
  12. "display_server_macos.mm",
  13. "embedded_debugger.mm",
  14. "embedded_gl_manager.mm",
  15. "godot_button_view.mm",
  16. "godot_content_view.mm",
  17. "godot_status_item.mm",
  18. "godot_window_delegate.mm",
  19. "godot_window.mm",
  20. "key_mapping_macos.mm",
  21. "godot_main_macos.mm",
  22. "godot_menu_delegate.mm",
  23. "godot_menu_item.mm",
  24. "godot_open_save_delegate.mm",
  25. "native_menu_macos.mm",
  26. "dir_access_macos.mm",
  27. "tts_macos.mm",
  28. "rendering_context_driver_vulkan_macos.mm",
  29. "gl_manager_macos_angle.mm",
  30. "gl_manager_macos_legacy.mm",
  31. ]
  32. if env.editor_build:
  33. files += [
  34. "editor/embedded_game_view_plugin.mm",
  35. "editor/embedded_process_macos.mm",
  36. ]
  37. prog = env.add_program("#bin/godot", files)
  38. if env["debug_symbols"] and env["separate_debug_symbols"]:
  39. env.AddPostAction(prog, env.Run(platform_macos_builders.make_debug_macos))
  40. if env["generate_bundle"]:
  41. env.AlwaysBuild(env.CommandNoCache("generate_bundle", prog, env.Run(platform_macos_builders.generate_bundle)))