godot/editor/export/editor_export_plugin.h

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/*************************************************************************/
/* editor_export_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef EDITOR_EXPORT_PLUGIN_H
#define EDITOR_EXPORT_PLUGIN_H
#include "core/extension/native_extension.h"
#include "editor_export_preset.h"
#include "editor_export_shared_object.h"
#include "scene/main/node.h"
class EditorExportPlugin : public RefCounted {
GDCLASS(EditorExportPlugin, RefCounted);
friend class EditorExportPlatform;
Ref<EditorExportPreset> export_preset;
Vector<SharedObject> shared_objects;
struct ExtraFile {
String path;
Vector<uint8_t> data;
bool remap = false;
};
Vector<ExtraFile> extra_files;
bool skipped = false;
Vector<String> ios_frameworks;
Vector<String> ios_embedded_frameworks;
Vector<String> ios_project_static_libs;
String ios_plist_content;
String ios_linker_flags;
Vector<String> ios_bundle_files;
String ios_cpp_code;
Vector<String> macos_plugin_files;
_FORCE_INLINE_ void _clear() {
shared_objects.clear();
extra_files.clear();
skipped = false;
}
_FORCE_INLINE_ void _export_end() {
ios_frameworks.clear();
ios_embedded_frameworks.clear();
ios_bundle_files.clear();
ios_plist_content = "";
ios_linker_flags = "";
ios_cpp_code = "";
macos_plugin_files.clear();
}
// Export
void _export_file_script(const String &p_path, const String &p_type, const Vector<String> &p_features);
void _export_begin_script(const Vector<String> &p_features, bool p_debug, const String &p_path, int p_flags);
void _export_end_script();
protected:
void set_export_preset(const Ref<EditorExportPreset> &p_preset);
Ref<EditorExportPreset> get_export_preset() const;
void add_file(const String &p_path, const Vector<uint8_t> &p_file, bool p_remap);
void add_shared_object(const String &p_path, const Vector<String> &tags, const String &p_target = String());
void add_ios_framework(const String &p_path);
void add_ios_embedded_framework(const String &p_path);
void add_ios_project_static_lib(const String &p_path);
void add_ios_plist_content(const String &p_plist_content);
void add_ios_linker_flags(const String &p_flags);
void add_ios_bundle_file(const String &p_path);
void add_ios_cpp_code(const String &p_code);
void add_macos_plugin_file(const String &p_path);
void skip();
virtual void _export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features);
virtual void _export_begin(const HashSet<String> &p_features, bool p_debug, const String &p_path, int p_flags);
static void _bind_methods();
GDVIRTUAL3(_export_file, String, String, Vector<String>)
GDVIRTUAL4(_export_begin, Vector<String>, bool, String, uint32_t)
GDVIRTUAL0(_export_end)
GDVIRTUAL2RC(bool, _begin_customize_resources, const Ref<EditorExportPlatform> &, const Vector<String> &)
GDVIRTUAL2R(Ref<Resource>, _customize_resource, const Ref<Resource> &, String)
GDVIRTUAL2RC(bool, _begin_customize_scenes, const Ref<EditorExportPlatform> &, const Vector<String> &)
GDVIRTUAL2R(Node *, _customize_scene, Node *, String)
GDVIRTUAL0RC(uint64_t, _get_customization_configuration_hash)
GDVIRTUAL0(_end_customize_scenes)
GDVIRTUAL0(_end_customize_resources)
GDVIRTUAL0RC(String, _get_name)
bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path); // If nothing is returned, it means do not touch (nothing changed). If something is returned (either the same or a different resource) it means changes are made.
bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
Node *_customize_scene(Node *p_root, const String &p_path); // Return true if a change was made
uint64_t _get_customization_configuration_hash() const; // Hash used for caching customized resources and scenes.
void _end_customize_scenes();
void _end_customize_resources();
virtual String _get_name() const;
public:
Vector<String> get_ios_frameworks() const;
Vector<String> get_ios_embedded_frameworks() const;
Vector<String> get_ios_project_static_libs() const;
String get_ios_plist_content() const;
String get_ios_linker_flags() const;
Vector<String> get_ios_bundle_files() const;
String get_ios_cpp_code() const;
const Vector<String> &get_macos_plugin_files() const;
EditorExportPlugin();
};
#endif // EDITOR_EXPORT_PLUGIN_H