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).
This commit is contained in:
Rémi Verschelde 2022-03-26 20:27:36 +01:00
parent 188ca5470b
commit 93b7a85c98
2 changed files with 17 additions and 0 deletions

View file

@ -360,6 +360,15 @@ Ref<Texture2D> EditorExportPlatformJavaScript::get_logo() const {
}
bool EditorExportPlatformJavaScript::can_export(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
// 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 = false;
ExportMode mode = (ExportMode)(int)p_preset->get("variant/export_type");

View file

@ -131,6 +131,14 @@ void EditorExportPlatformUWP::get_export_options(List<ExportOption> *r_options)
}
bool EditorExportPlatformUWP::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
#ifndef DEV_ENABLED
// We don't provide export templates for the UWP platform currently as it
// has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
// contributors can still test the pipeline if/when we can build it again.
r_error = "The UWP platform is currently not supported in Godot 4.0.\n";
return false;
#endif
String err;
bool valid = false;