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-rw-r--r--platform/javascript/export/export_plugin.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/platform/javascript/export/export_plugin.cpp b/platform/javascript/export/export_plugin.cpp
index 4448acccc2..ef1c170625 100644
--- a/platform/javascript/export/export_plugin.cpp
+++ b/platform/javascript/export/export_plugin.cpp
@@ -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");
@@ -642,7 +651,7 @@ Ref<Texture2D> EditorExportPlatformJavaScript::get_run_icon() const {
}
void EditorExportPlatformJavaScript::_server_thread_poll(void *data) {
- EditorExportPlatformJavaScript *ej = (EditorExportPlatformJavaScript *)data;
+ EditorExportPlatformJavaScript *ej = static_cast<EditorExportPlatformJavaScript *>(data);
while (!ej->server_quit) {
OS::get_singleton()->delay_usec(6900);
{