diff options
Diffstat (limited to 'platform/ios/export/export_plugin.cpp')
-rw-r--r-- | platform/ios/export/export_plugin.cpp | 13 |
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 |