diff options
-rw-r--r-- | platform/android/export/export_plugin.cpp | 16 | ||||
-rw-r--r-- | platform/ios/export/export_plugin.cpp | 14 | ||||
-rw-r--r-- | platform/uwp/export/export_plugin.cpp | 6 | ||||
-rw-r--r-- | platform/web/export/export_plugin.cpp | 16 |
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 { |