/*************************************************************************/ /* editor_export_scene.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #include "editor_export_scene.h" #include "editor/editor_settings.h" #include "globals.h" #include "io/resource_loader.h" #include "io/resource_saver.h" #include "os/dir_access.h" #include "os/file_access.h" #include "scene/resources/packed_scene.h" Vector EditorSceneExportPlugin::custom_export(String &p_path, const Ref &p_platform) { if (!EditorImportExport::get_singleton()->get_convert_text_scenes()) { return Vector(); } String extension = p_path.extension(); //step 1 check if scene if (extension == "xml" || extension == "xres") { String type = ResourceLoader::get_resource_type(p_path); if (type != "PackedScene") return Vector(); } else if (extension != "tscn" && extension != "xscn") { return Vector(); } //step 2 check if cached uint64_t sd = 0; String smd5; String gp = Globals::get_singleton()->globalize_path(p_path); String md5 = gp.md5_text(); String tmp_path = EditorSettings::get_singleton()->get_settings_path().plus_file("tmp/"); bool valid = false; { //if existing, make sure it's valid FileAccessRef f = FileAccess::open(tmp_path + "scnexp-" + md5 + ".txt", FileAccess::READ); if (f) { uint64_t d = f->get_line().strip_edges().to_int64(); sd = FileAccess::get_modified_time(p_path); if (d == sd) { valid = true; } else { String cmd5 = f->get_line().strip_edges(); smd5 = FileAccess::get_md5(p_path); if (cmd5 == smd5) { valid = true; } } } } if (!valid) { //cache failed, convert DirAccess *da = DirAccess::create(DirAccess::ACCESS_RESOURCES); String copy = p_path + ".convert." + extension; // a copy will allow loading the internal resources without conflicting with opened scenes da->copy(p_path, copy); //@todo for tscn use something more efficient Ref copyres = ResourceLoader::load(copy, "PackedScene"); da->remove(copy); memdelete(da); ERR_FAIL_COND_V(!copyres.is_valid(), Vector()); Error err = ResourceSaver::save(tmp_path + "scnexp-" + md5 + ".scn", copyres); copyres = Ref(); ERR_FAIL_COND_V(err != OK, Vector()); FileAccessRef f = FileAccess::open(tmp_path + "scnexp-" + md5 + ".txt", FileAccess::WRITE); if (sd == 0) sd = FileAccess::get_modified_time(p_path); if (smd5 == String()) smd5 = FileAccess::get_md5(p_path); f->store_line(String::num(sd)); f->store_line(smd5); f->store_line(gp); //source path for reference } Vector ret = FileAccess::get_file_as_array(tmp_path + "scnexp-" + md5 + ".scn"); p_path += ".converted.scn"; return ret; } EditorSceneExportPlugin::EditorSceneExportPlugin() { }