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Godot 3 and 4 class with handy verification of mobile platform and version given that platform.
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| class_name PlatformUtils | |
| extends Object | |
| #OS Possible values are: "Android", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11". | |
| const OS_ANDROID = "Android" | |
| const OS_IOS = "iOS" | |
| static func isAndroid() -> bool: | |
| return OS.get_name() == OS_ANDROID | |
| static func isIOS() -> bool: | |
| return OS.get_name() == OS_IOS | |
| static func isMobile() -> bool: | |
| return isAndroid() or isIOS() | |
| static func gameVersion() -> String: | |
| if OS.get_name() == "Android": | |
| var export_config: ConfigFile = ConfigFile.new() | |
| var err = export_config.load("res://export_presets.cfg") | |
| if err == OK: | |
| var code = export_config.get_value("preset.1.options", 'version/code') | |
| var version = export_config.get_value("preset.1.options", 'version/name') | |
| var resultVersion = "%s %d" % [version, code] | |
| print(resultVersion) | |
| return resultVersion | |
| else: | |
| print('[engine_root] Error open export_presets.cfgs') | |
| return "undefined" | |
| elif OS.get_name() == "iOS": | |
| var export_config: ConfigFile = ConfigFile.new() | |
| var err = export_config.load("res://export_presets.cfg") | |
| if err == OK: | |
| var version = export_config.get_value("preset.0.options", 'application/version') | |
| print(version) | |
| return version | |
| else: | |
| print('[engine_root] Error open export_presets.cfgs') | |
| return "undefined" | |
| return "beta" |
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