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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2020-03-18 17:40:04 +0100
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2020-03-31 09:37:16 +0200
commit77dd06134504ce68cc79b879c4a28d76a2c975f8 (patch)
treea4551344d3914ce93cfc25590f3c7261a27d4ab5 /modules/mono/godotsharp_dirs.cpp
parentfa08437694d09f0d5ee594cb4fbe1ff72b074742 (diff)
downloadredot-engine-77dd06134504ce68cc79b879c4a28d76a2c975f8.tar.gz
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.
Diffstat (limited to 'modules/mono/godotsharp_dirs.cpp')
-rw-r--r--modules/mono/godotsharp_dirs.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp
index 828ab73c82..fe8b925257 100644
--- a/modules/mono/godotsharp_dirs.cpp
+++ b/modules/mono/godotsharp_dirs.cpp
@@ -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");