Haiku: Remove remnants of past WIP platform port

The Haiku platform port was never finalized, and moved to a separate repo in
Godot 3.2 days: https://github.com/godotengine/godot-platform-haiku

Sadly it didn't garner more interest there and is bitrotting. It was never
ported to Godot 4 so the bits of Haiku support left in Mono aren't useful.
This commit is contained in:
Rémi Verschelde 2023-09-07 15:54:28 +02:00
parent 08c578c54c
commit cfd292939c
No known key found for this signature in database
GPG key ID: C3336907360768E1
7 changed files with 6 additions and 19 deletions

View file

@ -2,7 +2,7 @@
Import("env")
if env["platform"] in ["haiku", "macos", "windows", "linuxbsd"]:
if env["platform"] in ["macos", "windows", "linuxbsd"]:
# Thirdparty source files
thirdparty_dir = "#thirdparty/glad/"
thirdparty_sources = [

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@ -3,11 +3,11 @@ import os.path
def is_desktop(platform):
return platform in ["windows", "macos", "linuxbsd", "haiku"]
return platform in ["windows", "macos", "linuxbsd"]
def is_unix_like(platform):
return platform in ["macos", "linuxbsd", "android", "haiku", "ios"]
return platform in ["macos", "linuxbsd", "android", "ios"]
def module_supports_tools_on(platform):

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@ -1,5 +1,5 @@
# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "haiku", "web", "ios"]
# Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "web", "ios"]
# Eventually support for each them should be added back.
supported_platforms = ["windows", "macos", "linuxbsd", "android"]

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@ -84,7 +84,6 @@
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'ios' ">GODOT_IPHONE;GODOT_IOS;GODOT_MOBILE</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'web' ">GODOT_JAVASCRIPT;GODOT_HTML5;GODOT_WASM;GODOT_WEB</GodotPlatformConstants>

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@ -603,10 +603,6 @@ MONO_AOT_MODE_LAST = 1000,
{
return $"linux-{arch}";
}
case OS.Platforms.Haiku:
{
return $"{platform}-{arch}";
}
default:
throw new NotSupportedException($"Platform not supported: {platform}");
}

View file

@ -26,7 +26,6 @@ namespace GodotTools.Utils
public const string FreeBSD = "FreeBSD";
public const string NetBSD = "NetBSD";
public const string BSD = "BSD";
public const string Haiku = "Haiku";
public const string Android = "Android";
public const string iOS = "iOS";
public const string Web = "Web";
@ -40,7 +39,6 @@ namespace GodotTools.Utils
public const string Windows = "windows";
public const string MacOS = "macos";
public const string LinuxBSD = "linuxbsd";
public const string Haiku = "haiku";
public const string Android = "android";
public const string iOS = "ios";
public const string Web = "web";
@ -69,7 +67,6 @@ namespace GodotTools.Utils
["Windows"] = Platforms.Windows,
["macOS"] = Platforms.MacOS,
["Linux"] = Platforms.LinuxBSD,
["Haiku"] = Platforms.Haiku,
["Android"] = Platforms.Android,
["iOS"] = Platforms.iOS,
["Web"] = Platforms.Web
@ -83,7 +80,6 @@ namespace GodotTools.Utils
[Names.FreeBSD] = Platforms.LinuxBSD,
[Names.NetBSD] = Platforms.LinuxBSD,
[Names.BSD] = Platforms.LinuxBSD,
[Names.Haiku] = Platforms.Haiku,
[Names.Android] = Platforms.Android,
[Names.iOS] = Platforms.iOS,
[Names.Web] = Platforms.Web
@ -127,13 +123,12 @@ namespace GodotTools.Utils
new[] { Names.Linux, Names.FreeBSD, Names.NetBSD, Names.BSD };
private static readonly IEnumerable<string> UnixLikePlatforms =
new[] { Names.MacOS, Names.Haiku, Names.Android, Names.iOS }
new[] { Names.MacOS, Names.Android, Names.iOS }
.Concat(LinuxBSDPlatforms).ToArray();
private static readonly Lazy<bool> _isWindows = new(() => IsOS(Names.Windows));
private static readonly Lazy<bool> _isMacOS = new(() => IsOS(Names.MacOS));
private static readonly Lazy<bool> _isLinuxBSD = new(() => IsAnyOS(LinuxBSDPlatforms));
private static readonly Lazy<bool> _isHaiku = new(() => IsOS(Names.Haiku));
private static readonly Lazy<bool> _isAndroid = new(() => IsOS(Names.Android));
private static readonly Lazy<bool> _isiOS = new(() => IsOS(Names.iOS));
private static readonly Lazy<bool> _isWeb = new(() => IsOS(Names.Web));
@ -145,8 +140,6 @@ namespace GodotTools.Utils
[SupportedOSPlatformGuard("linux")] public static bool IsLinuxBSD => _isLinuxBSD.Value;
public static bool IsHaiku => _isHaiku.Value;
[SupportedOSPlatformGuard("android")] public static bool IsAndroid => _isAndroid.Value;
[SupportedOSPlatformGuard("ios")] public static bool IsiOS => _isiOS.Value;

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@ -100,7 +100,6 @@ static const char *platform_name_map[][2] = {
{ "FreeBSD", "linuxbsd" },
{ "NetBSD", "linuxbsd" },
{ "BSD", "linuxbsd" },
{ "Haiku", "haiku" },
{ "Android", "android" },
{ "iOS", "ios" },
{ "Web", "web" },