Allow MSVC dev_mode builds to succeed with dotnet
• Added #else section to mono #ifdef checks in relevant export_plugin scripts
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23318e8778
commit
897334a366
4 changed files with 28 additions and 26 deletions
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@ -2228,18 +2228,17 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
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}
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bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#else
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String err;
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bool valid = false;
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const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
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#ifdef MODULE_MONO_ENABLED
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err += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
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err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error = err;
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return false;
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#endif
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// Look for export templates (first official, and if defined custom templates).
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if (!gradle_build_enabled) {
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@ -2369,6 +2368,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@ -1900,17 +1900,16 @@ Error EditorExportPlatformIOS::export_project(const Ref<EditorExportPreset> &p_p
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}
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bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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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";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#else
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String err;
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bool valid = false;
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#ifdef MODULE_MONO_ENABLED
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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";
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err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error = err;
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return false;
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#endif
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// Look for export templates (first official, and if defined custom templates).
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bool dvalid = exists_export_template("ios.zip", &err);
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@ -1937,6 +1936,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@ -135,7 +135,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
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// contributors can still test the pipeline if/when we can build it again.
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r_error = "The UWP platform is currently not supported in Godot 4.\n";
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return false;
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#endif
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#else
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String err;
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bool valid = false;
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@ -175,6 +175,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // DEV_ENABLED
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}
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bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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@ -184,7 +185,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
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// contributors can still test the pipeline if/when we can build it again.
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r_error = "The UWP platform is currently not supported in Godot 4.\n";
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return false;
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#endif
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#else
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String err;
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bool valid = true;
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@ -258,6 +259,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
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r_error = err;
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return valid;
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#endif // DEV_ENABLED
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}
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Error EditorExportPlatformUWP::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
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@ -359,18 +359,17 @@ Ref<Texture2D> EditorExportPlatformWeb::get_logo() const {
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}
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bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#else
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String err;
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bool valid = false;
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bool extensions = (bool)p_preset->get("variant/extensions_support");
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#ifdef MODULE_MONO_ENABLED
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err += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
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err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error = err;
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return false;
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#endif
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// Look for export templates (first official, and if defined custom templates).
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bool dvalid = exists_export_template(_get_template_name(extensions, true), &err);
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bool rvalid = exists_export_template(_get_template_name(extensions, false), &err);
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@ -396,6 +395,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformWeb::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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