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-rw-r--r--platform/javascript/export/export_plugin.cpp24
1 files changed, 22 insertions, 2 deletions
diff --git a/platform/javascript/export/export_plugin.cpp b/platform/javascript/export/export_plugin.cpp
index b99f88d067..0bdee11018 100644
--- a/platform/javascript/export/export_plugin.cpp
+++ b/platform/javascript/export/export_plugin.cpp
@@ -362,7 +362,7 @@ Ref<Texture2D> EditorExportPlatformJavaScript::get_logo() const {
return logo;
}
-bool EditorExportPlatformJavaScript::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
+bool EditorExportPlatformJavaScript::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
#ifndef DEV_ENABLED
// We don't provide export templates for the HTML5 platform currently as there
// is no suitable renderer to use with them. So we forbid exporting and tell
@@ -396,7 +396,27 @@ bool EditorExportPlatformJavaScript::can_export(const Ref<EditorExportPreset> &p
valid = dvalid || rvalid;
r_missing_templates = !valid;
- // Validate the rest of the configuration.
+ if (!err.is_empty()) {
+ r_error = err;
+ }
+
+ return valid;
+}
+
+bool EditorExportPlatformJavaScript::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
+#ifndef DEV_ENABLED
+ // We don't provide export templates for the HTML5 platform currently as there
+ // is no suitable renderer to use with them. So we forbid exporting and tell
+ // users why. This is skipped in DEV_ENABLED so that contributors can still test
+ // the pipeline once we start having WebGL or WebGPU support.
+ r_error = "The HTML5 platform is currently not supported in Godot 4.0, as there is no suitable renderer for it.\n";
+ return false;
+#endif
+
+ String err;
+ bool valid = true;
+
+ // Validate the project configuration.
if (p_preset->get("vram_texture_compression/for_mobile")) {
String etc_error = test_etc2();