2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* editor_export_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-07-17 17:24:37 +00:00
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#include "editor_export_plugin.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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#include "editor/editor_paths.h"
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2022-05-08 07:46:53 +00:00
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#include "editor/editor_settings.h"
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2022-07-17 17:24:37 +00:00
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#include "editor/export/editor_export_platform.h"
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#include "scene/resources/resource_format_text.h"
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void EditorExportPlugin::set_export_preset(const Ref<EditorExportPreset> &p_preset) {
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if (p_preset.is_valid()) {
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export_preset = p_preset;
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}
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}
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Ref<EditorExportPreset> EditorExportPlugin::get_export_preset() const {
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return export_preset;
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}
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void EditorExportPlugin::add_file(const String &p_path, const Vector<uint8_t> &p_file, bool p_remap) {
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ExtraFile ef;
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ef.data = p_file;
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ef.path = p_path;
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ef.remap = p_remap;
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extra_files.push_back(ef);
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}
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void EditorExportPlugin::add_shared_object(const String &p_path, const Vector<String> &p_tags, const String &p_target) {
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shared_objects.push_back(SharedObject(p_path, p_tags, p_target));
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}
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void EditorExportPlugin::add_ios_framework(const String &p_path) {
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ios_frameworks.push_back(p_path);
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}
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void EditorExportPlugin::add_ios_embedded_framework(const String &p_path) {
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ios_embedded_frameworks.push_back(p_path);
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}
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Vector<String> EditorExportPlugin::get_ios_frameworks() const {
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return ios_frameworks;
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}
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Vector<String> EditorExportPlugin::get_ios_embedded_frameworks() const {
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return ios_embedded_frameworks;
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}
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void EditorExportPlugin::add_ios_plist_content(const String &p_plist_content) {
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ios_plist_content += p_plist_content + "\n";
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}
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String EditorExportPlugin::get_ios_plist_content() const {
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return ios_plist_content;
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}
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void EditorExportPlugin::add_ios_linker_flags(const String &p_flags) {
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if (ios_linker_flags.length() > 0) {
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ios_linker_flags += ' ';
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}
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ios_linker_flags += p_flags;
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}
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String EditorExportPlugin::get_ios_linker_flags() const {
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return ios_linker_flags;
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}
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void EditorExportPlugin::add_ios_bundle_file(const String &p_path) {
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ios_bundle_files.push_back(p_path);
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}
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Vector<String> EditorExportPlugin::get_ios_bundle_files() const {
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return ios_bundle_files;
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}
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void EditorExportPlugin::add_ios_cpp_code(const String &p_code) {
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ios_cpp_code += p_code;
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}
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String EditorExportPlugin::get_ios_cpp_code() const {
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return ios_cpp_code;
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}
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void EditorExportPlugin::add_macos_plugin_file(const String &p_path) {
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macos_plugin_files.push_back(p_path);
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}
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const Vector<String> &EditorExportPlugin::get_macos_plugin_files() const {
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return macos_plugin_files;
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}
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void EditorExportPlugin::add_ios_project_static_lib(const String &p_path) {
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ios_project_static_libs.push_back(p_path);
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}
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Vector<String> EditorExportPlugin::get_ios_project_static_libs() const {
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return ios_project_static_libs;
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}
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void EditorExportPlugin::_export_file_script(const String &p_path, const String &p_type, const Vector<String> &p_features) {
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GDVIRTUAL_CALL(_export_file, p_path, p_type, p_features);
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}
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void EditorExportPlugin::_export_begin_script(const Vector<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
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GDVIRTUAL_CALL(_export_begin, p_features, p_debug, p_path, p_flags);
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}
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void EditorExportPlugin::_export_end_script() {
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GDVIRTUAL_CALL(_export_end);
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}
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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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// Customization
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2022-12-20 21:49:11 +00:00
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bool EditorExportPlugin::_begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) {
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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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bool ret = false;
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2022-10-18 16:47:44 +00:00
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GDVIRTUAL_CALL(_begin_customize_resources, p_platform, p_features, ret);
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return ret;
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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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}
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Ref<Resource> EditorExportPlugin::_customize_resource(const Ref<Resource> &p_resource, const String &p_path) {
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Ref<Resource> ret;
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2022-11-30 15:40:50 +00:00
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GDVIRTUAL_REQUIRED_CALL(_customize_resource, p_resource, p_path, ret);
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return ret;
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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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}
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2022-12-20 21:49:11 +00:00
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bool EditorExportPlugin::_begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) {
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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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bool ret = false;
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2022-10-18 16:47:44 +00:00
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GDVIRTUAL_CALL(_begin_customize_scenes, p_platform, p_features, ret);
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return ret;
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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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}
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Node *EditorExportPlugin::_customize_scene(Node *p_root, const String &p_path) {
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Node *ret = nullptr;
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2022-11-30 15:40:50 +00:00
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GDVIRTUAL_REQUIRED_CALL(_customize_scene, p_root, p_path, ret);
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return ret;
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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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}
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uint64_t EditorExportPlugin::_get_customization_configuration_hash() const {
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uint64_t ret = 0;
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2022-11-30 15:40:50 +00:00
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GDVIRTUAL_REQUIRED_CALL(_get_customization_configuration_hash, ret);
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return ret;
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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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}
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void EditorExportPlugin::_end_customize_scenes() {
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GDVIRTUAL_CALL(_end_customize_scenes);
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}
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void EditorExportPlugin::_end_customize_resources() {
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GDVIRTUAL_CALL(_end_customize_resources);
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}
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String EditorExportPlugin::_get_name() const {
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String ret;
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2022-11-30 15:40:50 +00:00
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GDVIRTUAL_REQUIRED_CALL(_get_name, ret);
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return ret;
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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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}
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2022-12-20 21:49:11 +00:00
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PackedStringArray EditorExportPlugin::_get_export_features(const Ref<EditorExportPlatform> &p_platform, bool p_debug) const {
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PackedStringArray ret;
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GDVIRTUAL_CALL(_get_export_features, p_platform, p_debug, ret);
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return ret;
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}
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2022-07-17 17:24:37 +00:00
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void EditorExportPlugin::_export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features) {
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}
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void EditorExportPlugin::_export_begin(const HashSet<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
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}
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void EditorExportPlugin::skip() {
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skipped = true;
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}
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void EditorExportPlugin::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_shared_object", "path", "tags", "target"), &EditorExportPlugin::add_shared_object);
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ClassDB::bind_method(D_METHOD("add_ios_project_static_lib", "path"), &EditorExportPlugin::add_ios_project_static_lib);
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ClassDB::bind_method(D_METHOD("add_file", "path", "file", "remap"), &EditorExportPlugin::add_file);
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ClassDB::bind_method(D_METHOD("add_ios_framework", "path"), &EditorExportPlugin::add_ios_framework);
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ClassDB::bind_method(D_METHOD("add_ios_embedded_framework", "path"), &EditorExportPlugin::add_ios_embedded_framework);
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ClassDB::bind_method(D_METHOD("add_ios_plist_content", "plist_content"), &EditorExportPlugin::add_ios_plist_content);
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ClassDB::bind_method(D_METHOD("add_ios_linker_flags", "flags"), &EditorExportPlugin::add_ios_linker_flags);
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ClassDB::bind_method(D_METHOD("add_ios_bundle_file", "path"), &EditorExportPlugin::add_ios_bundle_file);
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ClassDB::bind_method(D_METHOD("add_ios_cpp_code", "code"), &EditorExportPlugin::add_ios_cpp_code);
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ClassDB::bind_method(D_METHOD("add_macos_plugin_file", "path"), &EditorExportPlugin::add_macos_plugin_file);
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ClassDB::bind_method(D_METHOD("skip"), &EditorExportPlugin::skip);
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GDVIRTUAL_BIND(_export_file, "path", "type", "features");
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GDVIRTUAL_BIND(_export_begin, "features", "is_debug", "path", "flags");
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GDVIRTUAL_BIND(_export_end);
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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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GDVIRTUAL_BIND(_begin_customize_resources, "platform", "features");
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GDVIRTUAL_BIND(_customize_resource, "resource", "path");
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2022-07-17 17:24:37 +00:00
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|
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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GDVIRTUAL_BIND(_begin_customize_scenes, "platform", "features");
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GDVIRTUAL_BIND(_customize_scene, "scene", "path");
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2022-07-17 17:24:37 +00:00
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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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GDVIRTUAL_BIND(_get_customization_configuration_hash);
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2022-07-17 17:24:37 +00:00
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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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GDVIRTUAL_BIND(_end_customize_scenes);
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GDVIRTUAL_BIND(_end_customize_resources);
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2023-02-07 21:33:19 +00:00
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GDVIRTUAL_BIND(_get_export_features, "platform", "debug");
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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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GDVIRTUAL_BIND(_get_name);
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2022-07-17 17:24:37 +00:00
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}
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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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EditorExportPlugin::EditorExportPlugin() {
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2022-05-08 07:46:53 +00:00
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EDITOR_DEF("export/ssh/ssh", "");
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EDITOR_DEF("export/ssh/scp", "");
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2022-07-17 17:24:37 +00:00
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}
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