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-rw-r--r--platform/ios/export/export_plugin.cpp20
1 files changed, 12 insertions, 8 deletions
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index b6320fb22b..ed92cac593 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -38,6 +38,7 @@
#include "editor/editor_node.h"
#include "editor/editor_paths.h"
#include "editor/editor_scale.h"
+#include "editor/editor_string_names.h"
#include "editor/export/editor_export.h"
#include "editor/import/resource_importer_texture_settings.h"
#include "editor/plugins/script_editor_plugin.h"
@@ -1927,11 +1928,15 @@ 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";
- return false;
+#ifdef MACOS_ENABLED
+ // iOS export is still a work in progress, keep a message as a warning.
+ r_error += TTR("Exporting to iOS when using C#/.NET is experimental.") + "\n";
#else
+ // 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;
+#endif
+#endif
String err;
bool valid = false;
@@ -1962,7 +1967,6 @@ 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 {
@@ -2013,11 +2017,11 @@ Ref<ImageTexture> EditorExportPlatformIOS::get_option_icon(int p_index) const {
Ref<Theme> theme = EditorNode::get_singleton()->get_editor_theme();
if (theme.is_valid()) {
if (devices[p_index].simulator) {
- icon = theme->get_icon("IOSSimulator", "EditorIcons");
+ icon = theme->get_icon("IOSSimulator", EditorStringName(EditorIcons));
} else if (devices[p_index].wifi) {
- icon = theme->get_icon("IOSDeviceWireless", "EditorIcons");
+ icon = theme->get_icon("IOSDeviceWireless", EditorStringName(EditorIcons));
} else {
- icon = theme->get_icon("IOSDeviceWired", "EditorIcons");
+ icon = theme->get_icon("IOSDeviceWired", EditorStringName(EditorIcons));
}
}
}