Merge pull request #80521 from scgm0/master
C#: Fix exporting for Android
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commit
8a9e04bc94
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@ -33,10 +33,6 @@
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#include "mono_gd/gd_mono.h"
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#include "utils/path_utils.h"
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#ifdef ANDROID_ENABLED
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#include "mono_gd/support/android_support.h"
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#endif
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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@ -2225,17 +2225,15 @@ 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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// 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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#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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@ -2365,7 +2363,6 @@ 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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