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-rw-r--r--platform/android/export/export_plugin.cpp16
-rw-r--r--platform/ios/export/export_plugin.cpp14
-rw-r--r--platform/uwp/export/export_plugin.cpp6
-rw-r--r--platform/web/export/export_plugin.cpp16
4 files changed, 27 insertions, 25 deletions
diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp
index c94119e13d..256807b190 100644
--- a/platform/android/export/export_plugin.cpp
+++ b/platform/android/export/export_plugin.cpp
@@ -2228,17 +2228,16 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
}
bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
- String err;
- bool valid = false;
- const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
-
#ifdef MODULE_MONO_ENABLED
- err += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
- err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
- r_error = err;
+ r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
+ r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
-#endif
+#else
+
+ String err;
+ bool valid = false;
+ const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
// Look for export templates (first official, and if defined custom templates).
@@ -2369,6 +2368,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
}
return valid;
+#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index edc850e74f..d8f1475c7b 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -1900,16 +1900,15 @@ Error EditorExportPlatformIOS::export_project(const Ref<EditorExportPreset> &p_p
}
bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
- String err;
- bool valid = false;
-
#ifdef MODULE_MONO_ENABLED
- err += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
- err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
- r_error = err;
+ r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
+ r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
-#endif
+#else
+
+ String err;
+ bool valid = false;
// Look for export templates (first official, and if defined custom templates).
@@ -1937,6 +1936,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
+#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
diff --git a/platform/uwp/export/export_plugin.cpp b/platform/uwp/export/export_plugin.cpp
index 7f01e6389d..73e9f1b1d8 100644
--- a/platform/uwp/export/export_plugin.cpp
+++ b/platform/uwp/export/export_plugin.cpp
@@ -135,7 +135,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
// contributors can still test the pipeline if/when we can build it again.
r_error = "The UWP platform is currently not supported in Godot 4.\n";
return false;
-#endif
+#else
String err;
bool valid = false;
@@ -175,6 +175,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
+#endif // DEV_ENABLED
}
bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
@@ -184,7 +185,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
// contributors can still test the pipeline if/when we can build it again.
r_error = "The UWP platform is currently not supported in Godot 4.\n";
return false;
-#endif
+#else
String err;
bool valid = true;
@@ -258,6 +259,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
r_error = err;
return valid;
+#endif // DEV_ENABLED
}
Error EditorExportPlatformUWP::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
diff --git a/platform/web/export/export_plugin.cpp b/platform/web/export/export_plugin.cpp
index 38d7ed7fb6..83bf436c41 100644
--- a/platform/web/export/export_plugin.cpp
+++ b/platform/web/export/export_plugin.cpp
@@ -359,17 +359,16 @@ Ref<Texture2D> EditorExportPlatformWeb::get_logo() const {
}
bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
- String err;
- bool valid = false;
- bool extensions = (bool)p_preset->get("variant/extensions_support");
-
#ifdef MODULE_MONO_ENABLED
- err += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
- err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
- r_error = err;
+ r_error += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
+ r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
-#endif
+#else
+
+ String err;
+ bool valid = false;
+ bool extensions = (bool)p_preset->get("variant/extensions_support");
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template(_get_template_name(extensions, true), &err);
@@ -396,6 +395,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
+#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformWeb::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {