Merge pull request #82762 from raulsntos/dotnet/android-ux
C#: Add checks to Android export
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commit
7233001c67
3 changed files with 19 additions and 2 deletions
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@ -23,11 +23,15 @@ namespace GodotTools.ProjectEditor
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var mainGroup = root.AddPropertyGroup();
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mainGroup.AddProperty("TargetFramework", "net6.0");
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mainGroup.AddProperty("EnableDynamicLoading", "true");
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var net7 = mainGroup.AddProperty("TargetFramework", "net7.0");
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net7.Condition = " '$(GodotTargetPlatform)' == 'android' ";
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var net8 = mainGroup.AddProperty("TargetFramework", "net8.0");
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net8.Condition = " '$(GodotTargetPlatform)' == 'ios' ";
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mainGroup.AddProperty("EnableDynamicLoading", "true");
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string sanitizedName = IdentifierUtils.SanitizeQualifiedIdentifier(name, allowEmptyIdentifiers: true);
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// If the name is not a valid namespace, manually set RootNamespace to a sanitized one.
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@ -187,7 +187,7 @@ namespace GodotTools.Export
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List<string> outputPaths = new();
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bool embedBuildResults = (bool)GetOption("dotnet/embed_build_outputs") || features.Contains("android");
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bool embedBuildResults = (bool)GetOption("dotnet/embed_build_outputs") || platform == OS.Platforms.Android;
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foreach (PublishConfig config in targets)
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{
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@ -2238,6 +2238,19 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
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#ifdef MODULE_MONO_ENABLED
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// Android export is still a work in progress, keep a message as a warning.
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err += TTR("Exporting to Android when using C#/.NET is experimental.") + "\n";
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bool unsupported_arch = false;
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Vector<ABI> enabled_abis = get_enabled_abis(p_preset);
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for (ABI abi : enabled_abis) {
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if (abi.arch != "arm64" && abi.arch != "x86_64") {
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err += vformat(TTR("Android architecture %s not supported in C# projects."), abi.arch) + "\n";
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unsupported_arch = true;
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}
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}
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if (unsupported_arch) {
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r_error = err;
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return false;
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}
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#endif
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// Look for export templates (first official, and if defined custom templates).
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