115 lines
3.4 KiB
C++
115 lines
3.4 KiB
C++
/*************************************************************************/
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/* export_data.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef EXPORT_DATA_H
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#define EXPORT_DATA_H
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#include "map.h"
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#include "variant.h"
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#include "vector.h"
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struct ExportData {
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struct Dependency {
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String path;
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String type;
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};
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Map<int, Dependency> dependencies;
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struct PropertyData {
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String name;
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Variant value;
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};
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struct ResourceData {
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String type;
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int index;
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List<PropertyData> properties;
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};
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Vector<ResourceData> resources;
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struct NodeData {
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bool text_data;
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bool instanced;
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String name;
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String type;
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String instance;
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//int info
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int owner_int; //depending type
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int parent_int;
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bool instance_is_placeholder;
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//text info
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NodePath parent;
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NodePath owner;
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String instance_placeholder;
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Vector<String> groups;
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List<PropertyData> properties;
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NodeData() {
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parent_int = 0;
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owner_int = 0;
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text_data = true;
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instanced = false;
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}
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};
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Vector<NodeData> nodes;
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struct Connection {
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bool text_data;
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int from_int;
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int to_int;
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NodePath from;
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NodePath to;
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String signal;
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String method;
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Array binds;
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int flags;
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Connection() { text_data = true; }
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};
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Vector<Connection> connections;
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Vector<NodePath> editables;
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Array node_paths; //for integer packed data
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Variant base_scene;
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};
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#endif // EXPORT_DATA_H
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