152 lines
6.5 KiB
C++
152 lines
6.5 KiB
C++
/*************************************************************************/
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/* editor_export_plugin.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 EDITOR_EXPORT_PLUGIN_H
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#define EDITOR_EXPORT_PLUGIN_H
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#include "core/extension/gdextension.h"
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#include "editor_export_preset.h"
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#include "editor_export_shared_object.h"
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#include "scene/main/node.h"
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class EditorExportPlugin : public RefCounted {
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GDCLASS(EditorExportPlugin, RefCounted);
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friend class EditorExportPlatform;
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Ref<EditorExportPreset> export_preset;
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Vector<SharedObject> shared_objects;
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struct ExtraFile {
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String path;
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Vector<uint8_t> data;
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bool remap = false;
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};
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Vector<ExtraFile> extra_files;
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bool skipped = false;
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Vector<String> ios_frameworks;
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Vector<String> ios_embedded_frameworks;
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Vector<String> ios_project_static_libs;
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String ios_plist_content;
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String ios_linker_flags;
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Vector<String> ios_bundle_files;
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String ios_cpp_code;
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Vector<String> macos_plugin_files;
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_FORCE_INLINE_ void _clear() {
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shared_objects.clear();
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extra_files.clear();
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skipped = false;
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}
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_FORCE_INLINE_ void _export_end() {
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ios_frameworks.clear();
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ios_embedded_frameworks.clear();
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ios_bundle_files.clear();
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ios_plist_content = "";
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ios_linker_flags = "";
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ios_cpp_code = "";
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macos_plugin_files.clear();
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}
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// Export
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void _export_file_script(const String &p_path, const String &p_type, const Vector<String> &p_features);
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void _export_begin_script(const Vector<String> &p_features, bool p_debug, const String &p_path, int p_flags);
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void _export_end_script();
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protected:
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void set_export_preset(const Ref<EditorExportPreset> &p_preset);
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Ref<EditorExportPreset> get_export_preset() const;
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void add_file(const String &p_path, const Vector<uint8_t> &p_file, bool p_remap);
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void add_shared_object(const String &p_path, const Vector<String> &tags, const String &p_target = String());
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void add_ios_framework(const String &p_path);
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void add_ios_embedded_framework(const String &p_path);
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void add_ios_project_static_lib(const String &p_path);
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void add_ios_plist_content(const String &p_plist_content);
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void add_ios_linker_flags(const String &p_flags);
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void add_ios_bundle_file(const String &p_path);
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void add_ios_cpp_code(const String &p_code);
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void add_macos_plugin_file(const String &p_path);
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void skip();
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virtual void _export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features);
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virtual void _export_begin(const HashSet<String> &p_features, bool p_debug, const String &p_path, int p_flags);
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static void _bind_methods();
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GDVIRTUAL3(_export_file, String, String, Vector<String>)
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GDVIRTUAL4(_export_begin, Vector<String>, bool, String, uint32_t)
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GDVIRTUAL0(_export_end)
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GDVIRTUAL2RC(bool, _begin_customize_resources, const Ref<EditorExportPlatform> &, const Vector<String> &)
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GDVIRTUAL2R(Ref<Resource>, _customize_resource, const Ref<Resource> &, String)
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GDVIRTUAL2RC(bool, _begin_customize_scenes, const Ref<EditorExportPlatform> &, const Vector<String> &)
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GDVIRTUAL2R(Node *, _customize_scene, Node *, String)
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GDVIRTUAL0RC(uint64_t, _get_customization_configuration_hash)
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GDVIRTUAL0(_end_customize_scenes)
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GDVIRTUAL0(_end_customize_resources)
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GDVIRTUAL0RC(String, _get_name)
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bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
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Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path); // If nothing is returned, it means do not touch (nothing changed). If something is returned (either the same or a different resource) it means changes are made.
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bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
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Node *_customize_scene(Node *p_root, const String &p_path); // Return true if a change was made
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uint64_t _get_customization_configuration_hash() const; // Hash used for caching customized resources and scenes.
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void _end_customize_scenes();
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void _end_customize_resources();
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virtual String _get_name() const;
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public:
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Vector<String> get_ios_frameworks() const;
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Vector<String> get_ios_embedded_frameworks() const;
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Vector<String> get_ios_project_static_libs() const;
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String get_ios_plist_content() const;
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String get_ios_linker_flags() const;
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Vector<String> get_ios_bundle_files() const;
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String get_ios_cpp_code() const;
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const Vector<String> &get_macos_plugin_files() const;
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EditorExportPlugin();
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};
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#endif // EDITOR_EXPORT_PLUGIN_H
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