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="_begin_customize_resources" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="platform" type="EditorExportPlatform" />
<param index="1" name="features" type="PackedStringArray" />
<description>
Return true if this plugin will customize resources based on the platform and features used.
</description>
</method>
<method name="_begin_customize_scenes" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="platform" type="EditorExportPlatform" />
<param index="1" name="features" type="PackedStringArray" />
<description>
Return true if this plugin will customize scenes based on the platform and features used.
</description>
</method>
<method name="_customize_resource" qualifiers="virtual">
<return type="Resource" />
<param index="0" name="resource" type="Resource" />
<param index="1" name="path" type="String" />
<description>
Customize a resource. If changes are made to it, return the same or a new resource. Otherwise, return [code]null[/code].
The [i]path[/i] argument is only used when customizing an actual file, otherwise this means that this resource is part of another one and it will be empty.
</description>
</method>
<method name="_customize_scene" qualifiers="virtual">
<return type="Node" />
<param index="0" name="scene" type="Node" />
<param index="1" name="path" type="String" />
<description>
Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return [code]null[/code]. If a new scene is returned, it is up to you to dispose of the old one.
</description>
</method>
<method name="_end_customize_resources" qualifiers="virtual">
<return type="void" />
<description>
This is called when the customization process for resources ends.
</description>
</method>
<method name="_end_customize_scenes" qualifiers="virtual">
<return type="void" />
<description>
This is called when the customization process for scenes ends.
</description>
</method>
<method name="_export_begin" qualifiers="virtual">
<return type="void" />
<param index="0" name="features" type="PackedStringArray" />
<param index="1" name="is_debug" type="bool" />
<param index="2" name="path" type="String" />
<param 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. [param features] is the list of features for the export, [param is_debug] is [code]true[/code] for debug builds, [param path] is the target path for the exported project. [param flags] 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" />
<param index="0" name="path" type="String" />
<param index="1" name="type" type="String" />
<param 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. [param path] is the path of the file, [param type] is the [Resource] represented by the file (e.g. [PackedScene]) and [param features] 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="_get_customization_configuration_hash" qualifiers="virtual const">
<return type="int" />
<description>
Return a hash based on the configuration passed (for both scenes and resources). This helps keep separate caches for separate export configurations.
</description>
</method>
<method name="_get_export_features" qualifiers="virtual const">
<return type="PackedStringArray" />
<param index="0" name="platform" type="EditorExportPlatform" />
<param index="1" name="debug" type="bool" />
<description>
Return a [PackedStringArray] of additional features this preset, for the given [param platform], should have.
</description>
</method>
<method name="_get_name" qualifiers="virtual const">
<return type="String" />
<description>
Return the name identifier of this plugin (for future identification by the exporter).
</description>
</method>
<method name="add_file">
<return type="void" />
<param index="0" name="path" type="String" />
<param index="1" name="file" type="PackedByteArray" />
<param index="2" name="remap" type="bool" />
<description>
Adds a custom file to be exported. [param path] is the virtual path that can be used to load the file, [param file] is the binary data of the file. If [param remap] is [code]true[/code], file will not be exported, but instead remapped to the given [param path].
</description>
</method>
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<method name="add_ios_bundle_file">
<return type="void" />
<param index="0" name="path" type="String" />
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<description>
Adds an iOS bundle file from the given [param path] to the exported project.
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</description>
</method>
<method name="add_ios_cpp_code">
<return type="void" />
<param 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" />
<param 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" />
<param 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" />
<param 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" />
<param 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" />
<param index="0" name="path" type="String" />
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<description>
Adds a static lib from the given [param path] to the iOS project.
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</description>
</method>
<method name="add_macos_plugin_file">
<return type="void" />
<param index="0" name="path" type="String" />
<description>
Adds file or directory matching [param path] 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" />
<param index="0" name="path" type="String" />
<param index="1" name="tags" type="PackedStringArray" />
<param index="2" name="target" type="String" />
<description>
Adds a shared object or a directory containing only shared objects with the given [param tags] and destination [param path].
[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>