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/**************************************************************************/
/* editor_export_plugin.h */
/**************************************************************************/
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/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* The above copyright notice and this permission notice shall be */
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# ifndef EDITOR_EXPORT_PLUGIN_H
# define EDITOR_EXPORT_PLUGIN_H
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# include "core/extension/gdextension.h"
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# include "editor_export_preset.h"
# include "editor_export_shared_object.h"
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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# include "scene/main/node.h"
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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 ( ) ;
}
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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// Export
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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 )
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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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 )
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GDVIRTUAL2RC ( PackedStringArray , _get_export_features , const Ref < EditorExportPlatform > & , bool ) ;
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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GDVIRTUAL0RC ( String , _get_name )
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virtual bool _begin_customize_resources ( const Ref < EditorExportPlatform > & p_platform , const Vector < String > & p_features ) ; // Return true if this plugin does property export customization
virtual 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.
virtual bool _begin_customize_scenes ( const Ref < EditorExportPlatform > & p_platform , const Vector < String > & p_features ) ; // Return true if this plugin does property export customization
virtual Node * _customize_scene ( Node * p_root , const String & p_path ) ; // Return true if a change was made
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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virtual uint64_t _get_customization_configuration_hash ( ) const ; // Hash used for caching customized resources and scenes.
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
2022-08-31 09:12:42 +00:00
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virtual void _end_customize_scenes ( ) ;
virtual void _end_customize_resources ( ) ;
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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virtual PackedStringArray _get_export_features ( const Ref < EditorExportPlatform > & p_export_platform , bool p_debug ) const ;
Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
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virtual String _get_name ( ) const ;
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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