Added EditorImportPlugin class ref docs
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorImportPlugin" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
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</brief_description>
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<description>
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EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extension] and [method get_resource_type]). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory.
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Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
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[codeblock]
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tool
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extends EditorImportPlugin
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func get_importer_name():
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return "my.special.plugin"
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func get_visible_name():
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return "Special Mesh Importer"
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func get_recognized_extensions():
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return ["special", "spec"]
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func get_save_extension():
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return "mesh"
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func get_resource_type():
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return "Mesh"
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func get_preset_count():
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return 1
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func get_preset_name(i):
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return "Default"
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func get_import_optons(i):
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return [{"name": "my_option", "default_value": false}]
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func load(src, dst, opts, r_platform_variants, r_gen_files):
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var f = File.new()
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if f.open(src, File.READ) != OK:
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return FAILED
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var mesh = Mesh.new()
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var save = dst + "." + get_save_extension()
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ResourceSaver.save(file, mesh)
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return OK
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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<argument index="0" name="preset" type="int">
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</argument>
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<description>
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Get the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: "name", "default_value", "property_hint" (optional), "hint_string" (optional), "usage" (optional).
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</description>
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</method>
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<method name="get_importer_name" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Get the unique name of the importer.
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</description>
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</method>
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<method name="get_option_visibility" qualifiers="virtual">
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<return type="int">
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</return>
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<description>
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Get the number of initial presets defined by the plugin. Use [method get_import_options] to get the default options for the preset and [method get_preset_name] to get the name of the preset.
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</description>
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</method>
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<method name="get_preset_name" qualifiers="virtual">
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<argument index="0" name="preset" type="int">
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</argument>
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<description>
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Get the name of the options preset at this index.
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</description>
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</method>
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<method name="get_recognized_extensions" qualifiers="virtual">
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<return type="Array">
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</return>
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<description>
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Get the list of file extensions to associate with this loader (case insensitive). e.g. ["obj"].
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</description>
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</method>
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<method name="get_resource_type" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Get the godot resource type associated with this loader. e.g. "Mesh" or "Animation".
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</description>
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</method>
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<method name="get_save_extension" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Get the extension used to save this resource in the [code].import[/code] directory.
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</description>
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</method>
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<method name="get_visible_name" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Get the name to display in the import window.
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</description>
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</method>
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<method name="import" qualifiers="virtual">
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