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-rw-r--r--platform/ios/export/export_plugin.cpp13
1 files changed, 10 insertions, 3 deletions
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index 1b9b02d0e0..456a137229 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -37,7 +37,7 @@
#include "editor/editor_scale.h"
#include "editor/export/editor_export.h"
-#include "modules/modules_enabled.gen.h" // For svg.
+#include "modules/modules_enabled.gen.h" // For mono and svg.
#ifdef MODULE_SVG_ENABLED
#include "modules/svg/image_loader_svg.h"
#endif
@@ -1903,6 +1903,14 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
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;
+ return false;
+#endif
+
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template("ios.zip", &err);
@@ -1970,8 +1978,7 @@ EditorExportPlatformIOS::EditorExportPlatformIOS() {
Ref<Image> img = memnew(Image);
const bool upsample = !Math::is_equal_approx(Math::round(EDSCALE), EDSCALE);
- ImageLoaderSVG img_loader;
- img_loader.create_image_from_string(img, _ios_logo_svg, EDSCALE, upsample, false);
+ ImageLoaderSVG::create_image_from_string(img, _ios_logo_svg, EDSCALE, upsample, false);
logo = ImageTexture::create_from_image(img);
#endif