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![]() Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project. |
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.. | ||
api | ||
export | ||
app_delegate.h | ||
app_delegate.mm | ||
detect.py | ||
device_metrics.h | ||
device_metrics.m | ||
display_layer.h | ||
display_layer.mm | ||
display_server_ios.h | ||
display_server_ios.mm | ||
godot_app_delegate.h | ||
godot_app_delegate.m | ||
godot_ios.mm | ||
godot_view.h | ||
godot_view.mm | ||
godot_view_gesture_recognizer.h | ||
godot_view_gesture_recognizer.mm | ||
godot_view_renderer.h | ||
godot_view_renderer.mm | ||
ios.h | ||
ios.mm | ||
joypad_ios.h | ||
joypad_ios.mm | ||
keyboard_input_view.h | ||
keyboard_input_view.mm | ||
logo.png | ||
main.m | ||
os_ios.h | ||
os_ios.mm | ||
platform_config.h | ||
README.md | ||
SCsub | ||
tts_ios.h | ||
tts_ios.mm | ||
view_controller.h | ||
view_controller.mm | ||
vulkan_context_ios.h | ||
vulkan_context_ios.mm |
iOS platform port
This folder contains the C++, Objective-C and Objective-C++ code for the iOS platform port.
See also misc/dist/ios_xcode
folder for the Xcode
project template used for packaging the iOS export templates.
Documentation
- Compiling for iOS
- Instructions on building this platform port from source.
- Exporting for iOS
- Instructions on using the compiled export templates to export a project.