diff options
author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-03-18 17:40:04 +0100 |
---|---|---|
committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2020-03-31 09:37:16 +0200 |
commit | 77dd06134504ce68cc79b879c4a28d76a2c975f8 (patch) | |
tree | a4551344d3914ce93cfc25590f3c7261a27d4ab5 /modules/mono/mono_gd/gd_mono.h | |
parent | fa08437694d09f0d5ee594cb4fbe1ff72b074742 (diff) | |
download | redot-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.h | 4 |
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 */; } |