From 897334a366baf7beb80f02f771e17e35e4050312 Mon Sep 17 00:00:00 2001 From: Thaddeus Crews Date: Tue, 11 Jul 2023 15:11:51 -0500 Subject: [PATCH] Allow MSVC dev_mode builds to succeed with dotnet MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit • Added #else section to mono #ifdef checks in relevant export_plugin scripts --- platform/android/export/export_plugin.cpp | 16 ++++++++-------- platform/ios/export/export_plugin.cpp | 16 ++++++++-------- platform/uwp/export/export_plugin.cpp | 6 ++++-- platform/web/export/export_plugin.cpp | 16 ++++++++-------- 4 files changed, 28 insertions(+), 26 deletions(-) diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp index c94119e13d5..256807b1904 100644 --- a/platform/android/export/export_plugin.cpp +++ b/platform/android/export/export_plugin.cpp @@ -2228,18 +2228,17 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_ } bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref &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 Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android 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; +#else + String err; bool valid = false; const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build"); -#ifdef MODULE_MONO_ENABLED - 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"; - err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; - // Don't check for additional errors, as this particular error cannot be resolved. - r_error = err; - return false; -#endif - // Look for export templates (first official, and if defined custom templates). if (!gradle_build_enabled) { @@ -2369,6 +2368,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp index edc850e74fd..d8f1475c7b9 100644 --- a/platform/ios/export/export_plugin.cpp +++ b/platform/ios/export/export_plugin.cpp @@ -1900,17 +1900,16 @@ Error EditorExportPlatformIOS::export_project(const Ref &p_p } bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref &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; +#else + String err; bool valid = false; -#ifdef MODULE_MONO_ENABLED - 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"; - err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; - // Don't check for additional errors, as this particular error cannot be resolved. - r_error = err; - return false; -#endif - // Look for export templates (first official, and if defined custom templates). bool dvalid = exists_export_template("ios.zip", &err); @@ -1937,6 +1936,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { diff --git a/platform/uwp/export/export_plugin.cpp b/platform/uwp/export/export_plugin.cpp index 7f01e6389d4..73e9f1b1d8e 100644 --- a/platform/uwp/export/export_plugin.cpp +++ b/platform/uwp/export/export_plugin.cpp @@ -135,7 +135,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { @@ -184,7 +185,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref &p_preset, bool p_debug, const String &p_path, int p_flags) { diff --git a/platform/web/export/export_plugin.cpp b/platform/web/export/export_plugin.cpp index 38d7ed7fb6c..83bf436c419 100644 --- a/platform/web/export/export_plugin.cpp +++ b/platform/web/export/export_plugin.cpp @@ -359,18 +359,17 @@ Ref EditorExportPlatformWeb::get_logo() const { } bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref &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 Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web 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; +#else + String err; bool valid = false; bool extensions = (bool)p_preset->get("variant/extensions_support"); -#ifdef MODULE_MONO_ENABLED - 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"; - err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n"; - // Don't check for additional errors, as this particular error cannot be resolved. - r_error = err; - return false; -#endif - // Look for export templates (first official, and if defined custom templates). bool dvalid = exists_export_template(_get_template_name(extensions, true), &err); bool rvalid = exists_export_template(_get_template_name(extensions, false), &err); @@ -396,6 +395,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref &p_preset, String &r_error) const {