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-rw-r--r--platform/ios/export/export_plugin.cpp17
1 files changed, 10 insertions, 7 deletions
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index a8596c30a6..3cae85ea55 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -178,7 +178,7 @@ void EditorExportPlatformIOS::get_export_options(List<ExportOption> *r_options)
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/bundle_identifier", PROPERTY_HINT_PLACEHOLDER_TEXT, "com.example.game"), "", false, true));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0"));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version", PROPERTY_HINT_PLACEHOLDER_TEXT, "Leave empty to use project version"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/version", PROPERTY_HINT_PLACEHOLDER_TEXT, "Leave empty to use project version"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "application/icon_interpolation", PROPERTY_HINT_ENUM, "Nearest neighbor,Bilinear,Cubic,Trilinear,Lanczos"), 4));
@@ -284,7 +284,7 @@ void EditorExportPlatformIOS::_fix_config_file(const Ref<EditorExportPreset> &p_
} else if (lines[i].find("$bundle_identifier") != -1) {
strnew += lines[i].replace("$bundle_identifier", p_preset->get("application/bundle_identifier")) + "\n";
} else if (lines[i].find("$short_version") != -1) {
- strnew += lines[i].replace("$short_version", p_preset->get("application/short_version")) + "\n";
+ strnew += lines[i].replace("$short_version", p_preset->get_version("application/short_version")) + "\n";
} else if (lines[i].find("$version") != -1) {
strnew += lines[i].replace("$version", p_preset->get_version("application/version")) + "\n";
} else if (lines[i].find("$signature") != -1) {
@@ -1927,16 +1927,19 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref<EditorExportPres
}
bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
-#ifdef MODULE_MONO_ENABLED
- // Don't check for additional errors, as this particular error cannot be resolved.
- 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";
+#if defined(MODULE_MONO_ENABLED) && !defined(MACOS_ENABLED)
+ // TODO: Remove this restriction when we don't rely on macOS tools to package up the native libraries anymore.
+ r_error += TTR("Exporting to iOS when using C#/.NET is experimental and requires macOS.") + "\n";
return false;
#else
String err;
bool valid = false;
+#if defined(MODULE_MONO_ENABLED)
+ // iOS export is still a work in progress, keep a message as a warning.
+ err += TTR("Exporting to iOS when using C#/.NET is experimental.") + "\n";
+#endif
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template("ios.zip", &err);
@@ -1963,7 +1966,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
-#endif // !MODULE_MONO_ENABLED
+#endif // !(MODULE_MONO_ENABLED && !MACOS_ENABLED)
}
bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {