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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/mono_gd/gd_mono.h
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/mono_gd/gd_mono.h')
-rw-r--r--modules/mono/mono_gd/gd_mono.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/modules/mono/mono_gd/gd_mono.h b/modules/mono/mono_gd/gd_mono.h
index 9528c64f8d..f7c2426734 100644
--- a/modules/mono/mono_gd/gd_mono.h
+++ b/modules/mono/mono_gd/gd_mono.h
@@ -144,8 +144,10 @@ private:
void _register_internal_calls();
+#ifndef GD_MONO_SINGLE_APPDOMAIN
Error _load_scripts_domain();
Error _unload_scripts_domain();
+#endif
void _domain_assemblies_cleanup(uint32_t p_domain_id);
@@ -209,7 +211,7 @@ public:
// Do not use these, unless you know what you're doing
void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly);
- GDMonoAssembly **get_loaded_assembly(const String &p_name);
+ GDMonoAssembly *get_loaded_assembly(const String &p_name);
_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; }