godot/core/io/export_data.h

115 lines
3.4 KiB
C++

/*************************************************************************/
/* export_data.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef EXPORT_DATA_H
#define EXPORT_DATA_H
#include "map.h"
#include "variant.h"
#include "vector.h"
struct ExportData {
struct Dependency {
String path;
String type;
};
Map<int, Dependency> dependencies;
struct PropertyData {
String name;
Variant value;
};
struct ResourceData {
String type;
int index;
List<PropertyData> properties;
};
Vector<ResourceData> resources;
struct NodeData {
bool text_data;
bool instanced;
String name;
String type;
String instance;
//int info
int owner_int; //depending type
int parent_int;
bool instance_is_placeholder;
//text info
NodePath parent;
NodePath owner;
String instance_placeholder;
Vector<String> groups;
List<PropertyData> properties;
NodeData() {
parent_int = 0;
owner_int = 0;
text_data = true;
instanced = false;
}
};
Vector<NodeData> nodes;
struct Connection {
bool text_data;
int from_int;
int to_int;
NodePath from;
NodePath to;
String signal;
String method;
Array binds;
int flags;
Connection() { text_data = true; }
};
Vector<Connection> connections;
Vector<NodePath> editables;
Array node_paths; //for integer packed data
Variant base_scene;
};
#endif // EXPORT_DATA_H