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Refactor the export checking logic to improve separation of concerns
This commit is contained in:
committed by
Fredia Huya-Kouadio
parent
5aacac5853
commit
45c7377556
@@ -362,7 +362,7 @@ Ref<Texture2D> EditorExportPlatformJavaScript::get_logo() const {
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return logo;
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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::has_valid_export_configuration(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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@@ -396,7 +396,27 @@ bool EditorExportPlatformJavaScript::can_export(const Ref<EditorExportPreset> &p
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valid = dvalid || rvalid;
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r_missing_templates = !valid;
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// Validate the rest of the configuration.
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if (!err.is_empty()) {
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r_error = err;
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}
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return valid;
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}
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bool EditorExportPlatformJavaScript::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) 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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bool valid = true;
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// Validate the project configuration.
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if (p_preset->get("vram_texture_compression/for_mobile")) {
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String etc_error = test_etc2();
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