Fix missing mono internal call

- Also fixed uninitalized variable in buildscript
This commit is contained in:
Ignacio Etcheverry 2018-09-17 22:54:47 +02:00
parent a4e4dd3966
commit e463834a8b
2 changed files with 6 additions and 0 deletions

View file

@ -134,6 +134,7 @@ def find_msbuild_unix(filename):
def find_msbuild_windows():
import mono_reg_utils as monoreg
mono_root = ''
bits = env['bits']
if bits == '32':

View file

@ -183,6 +183,10 @@ MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoStr
#endif
}
MonoString *godot_icall_Utils_OS_GetPlatformName() {
return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
}
void GodotSharpEditor::register_internal_calls() {
static bool registered = false;
@ -190,6 +194,7 @@ void GodotSharpEditor::register_internal_calls() {
registered = true;
mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
GodotSharpBuilds::register_internal_calls();
}