godot/doc/classes/EditorExportPlugin.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorExportPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A script that is executed when exporting the project.
</brief_description>
<description>
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[EditorExportPlugin]s are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file.
To use [EditorExportPlugin], register it using the [method EditorPlugin.add_export_plugin] method first.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_export_begin" qualifiers="virtual">
<return type="void" />
<argument index="0" name="features" type="PackedStringArray" />
<argument index="1" name="is_debug" type="bool" />
<argument index="2" name="path" type="String" />
<argument index="3" name="flags" type="int" />
<description>
Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. [code]features[/code] is the list of features for the export, [code]is_debug[/code] is [code]true[/code] for debug builds, [code]path[/code] is the target path for the exported project. [code]flags[/code] is only used when running a runnable profile, e.g. when using native run on Android.
</description>
</method>
<method name="_export_end" qualifiers="virtual">
<return type="void" />
<description>
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Virtual method to be overridden by the user. Called when the export is finished.
</description>
</method>
<method name="_export_file" qualifiers="virtual">
<return type="void" />
<argument index="0" name="path" type="String" />
<argument index="1" name="type" type="String" />
<argument index="2" name="features" type="PackedStringArray" />
<description>
Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. [code]path[/code] is the path of the file, [code]type[/code] is the [Resource] represented by the file (e.g. [PackedScene]) and [code]features[/code] is the list of features for the export.
Calling [method skip] inside this callback will make the file not included in the export.
</description>
</method>
<method name="add_file">
<return type="void" />
<argument index="0" name="path" type="String" />
<argument index="1" name="file" type="PackedByteArray" />
<argument index="2" name="remap" type="bool" />
<description>
Adds a custom file to be exported. [code]path[/code] is the virtual path that can be used to load the file, [code]file[/code] is the binary data of the file. If [code]remap[/code] is [code]true[/code], file will not be exported, but instead remapped to the given [code]path[/code].
</description>
</method>
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<method name="add_ios_bundle_file">
<return type="void" />
<argument index="0" name="path" type="String" />
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<description>
Adds an iOS bundle file from the given [code]path[/code] to the exported project.
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</description>
</method>
<method name="add_ios_cpp_code">
<return type="void" />
<argument index="0" name="code" type="String" />
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<description>
Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
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</description>
</method>
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<method name="add_ios_embedded_framework">
<return type="void" />
<argument index="0" name="path" type="String" />
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<description>
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Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
[b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code].
This method should not be used for System libraries as they are already present on the device.
</description>
</method>
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<method name="add_ios_framework">
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
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Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
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</description>
</method>
<method name="add_ios_linker_flags">
<return type="void" />
<argument index="0" name="flags" type="String" />
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<description>
Adds linker flags for the iOS export.
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</description>
</method>
<method name="add_ios_plist_content">
<return type="void" />
<argument index="0" name="plist_content" type="String" />
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<description>
Adds content for iOS Property List files.
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</description>
</method>
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<method name="add_ios_project_static_lib">
<return type="void" />
<argument index="0" name="path" type="String" />
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<description>
Adds a static lib from the given [code]path[/code] to the iOS project.
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</description>
</method>
<method name="add_osx_plugin_file">
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] directory of macOS app bundle.
[b]Note:[/b] This is useful only for macOS exports.
</description>
</method>
<method name="add_shared_object">
<return type="void" />
<argument index="0" name="path" type="String" />
<argument index="1" name="tags" type="PackedStringArray" />
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<argument index="2" name="target" type="String" />
<description>
Adds a shared object or a directory containing only shared objects with the given [code]tags[/code] and destination [code]path[/code].
[b]Note:[/b] In case of macOS exports, those shared objects will be added to [code]Frameworks[/code] directory of app bundle.
In case of a directory code-sign will error if you place non code object in directory.
</description>
</method>
<method name="skip">
<return type="void" />
<description>
To be called inside [method _export_file]. Skips the current file, so it's not included in the export.
</description>
</method>
</methods>
</class>