HTML5: Explain why export templates are missing
Same for UWP. This is skipped in DEV_ENABLED builds so contributors can still test the export pipeline (and CI still compiles it on debug builds).
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@ -360,6 +360,15 @@ Ref<Texture2D> EditorExportPlatformJavaScript::get_logo() const {
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}
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}
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bool EditorExportPlatformJavaScript::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
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bool EditorExportPlatformJavaScript::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
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#ifndef DEV_ENABLED
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// We don't provide export templates for the HTML5 platform currently as there
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// is no suitable renderer to use with them. So we forbid exporting and tell
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// users why. This is skipped in DEV_ENABLED so that contributors can still test
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// the pipeline once we start having WebGL or WebGPU support.
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r_error = "The HTML5 platform is currently not supported in Godot 4.0, as there is no suitable renderer for it.\n";
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return false;
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#endif
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String err;
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String err;
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bool valid = false;
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bool valid = false;
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ExportMode mode = (ExportMode)(int)p_preset->get("variant/export_type");
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ExportMode mode = (ExportMode)(int)p_preset->get("variant/export_type");
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@ -131,6 +131,14 @@ void EditorExportPlatformUWP::get_export_options(List<ExportOption> *r_options)
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}
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}
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bool EditorExportPlatformUWP::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
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bool EditorExportPlatformUWP::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
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#ifndef DEV_ENABLED
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// We don't provide export templates for the UWP platform currently as it
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// has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
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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 4.0.\n";
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return false;
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#endif
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String err;
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String err;
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bool valid = false;
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bool valid = false;
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