| 
									
										
										
										
											2023-01-05 13:25:55 +01:00
										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  editor_export_plugin.cpp                                              */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* 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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | #include "editor_export_plugin.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "core/config/project_settings.h"
 | 
					
						
							|  |  |  | #include "core/io/dir_access.h"
 | 
					
						
							|  |  |  | #include "core/io/file_access.h"
 | 
					
						
							|  |  |  | #include "editor/editor_paths.h"
 | 
					
						
							| 
									
										
										
										
											2022-05-08 10:46:53 +03:00
										 |  |  | #include "editor/editor_settings.h"
 | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | #include "editor/export/editor_export_platform.h"
 | 
					
						
							|  |  |  | #include "scene/resources/resource_format_text.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::set_export_preset(const Ref<EditorExportPreset> &p_preset) { | 
					
						
							|  |  |  | 	if (p_preset.is_valid()) { | 
					
						
							|  |  |  | 		export_preset = p_preset; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Ref<EditorExportPreset> EditorExportPlugin::get_export_preset() const { | 
					
						
							|  |  |  | 	return export_preset; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_file(const String &p_path, const Vector<uint8_t> &p_file, bool p_remap) { | 
					
						
							|  |  |  | 	ExtraFile ef; | 
					
						
							|  |  |  | 	ef.data = p_file; | 
					
						
							|  |  |  | 	ef.path = p_path; | 
					
						
							|  |  |  | 	ef.remap = p_remap; | 
					
						
							|  |  |  | 	extra_files.push_back(ef); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_shared_object(const String &p_path, const Vector<String> &p_tags, const String &p_target) { | 
					
						
							|  |  |  | 	shared_objects.push_back(SharedObject(p_path, p_tags, p_target)); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_framework(const String &p_path) { | 
					
						
							|  |  |  | 	ios_frameworks.push_back(p_path); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_embedded_framework(const String &p_path) { | 
					
						
							|  |  |  | 	ios_embedded_frameworks.push_back(p_path); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Vector<String> EditorExportPlugin::get_ios_frameworks() const { | 
					
						
							|  |  |  | 	return ios_frameworks; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Vector<String> EditorExportPlugin::get_ios_embedded_frameworks() const { | 
					
						
							|  |  |  | 	return ios_embedded_frameworks; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_plist_content(const String &p_plist_content) { | 
					
						
							|  |  |  | 	ios_plist_content += p_plist_content + "\n"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String EditorExportPlugin::get_ios_plist_content() const { | 
					
						
							|  |  |  | 	return ios_plist_content; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_linker_flags(const String &p_flags) { | 
					
						
							|  |  |  | 	if (ios_linker_flags.length() > 0) { | 
					
						
							|  |  |  | 		ios_linker_flags += ' '; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	ios_linker_flags += p_flags; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String EditorExportPlugin::get_ios_linker_flags() const { | 
					
						
							|  |  |  | 	return ios_linker_flags; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_bundle_file(const String &p_path) { | 
					
						
							|  |  |  | 	ios_bundle_files.push_back(p_path); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Vector<String> EditorExportPlugin::get_ios_bundle_files() const { | 
					
						
							|  |  |  | 	return ios_bundle_files; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_cpp_code(const String &p_code) { | 
					
						
							|  |  |  | 	ios_cpp_code += p_code; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String EditorExportPlugin::get_ios_cpp_code() const { | 
					
						
							|  |  |  | 	return ios_cpp_code; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_macos_plugin_file(const String &p_path) { | 
					
						
							|  |  |  | 	macos_plugin_files.push_back(p_path); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | const Vector<String> &EditorExportPlugin::get_macos_plugin_files() const { | 
					
						
							|  |  |  | 	return macos_plugin_files; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::add_ios_project_static_lib(const String &p_path) { | 
					
						
							|  |  |  | 	ios_project_static_libs.push_back(p_path); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Vector<String> EditorExportPlugin::get_ios_project_static_libs() const { | 
					
						
							|  |  |  | 	return ios_project_static_libs; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-02-08 13:36:02 +01:00
										 |  |  | Variant EditorExportPlugin::get_option(const StringName &p_name) const { | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(export_preset, Variant()); | 
					
						
							|  |  |  | 	return export_preset->get(p_name); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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											2022-07-17 12:24:37 -05:00
										 |  |  | void EditorExportPlugin::_export_file_script(const String &p_path, const String &p_type, const Vector<String> &p_features) { | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_export_file, p_path, p_type, p_features); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::_export_begin_script(const Vector<String> &p_features, bool p_debug, const String &p_path, int p_flags) { | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_export_begin, p_features, p_debug, p_path, p_flags); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::_export_end_script() { | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_export_end); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | // Customization
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-12-20 15:49:11 -06:00
										 |  |  | bool EditorExportPlugin::_begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) { | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	bool ret = false; | 
					
						
							| 
									
										
										
										
											2022-10-18 18:47:44 +02:00
										 |  |  | 	GDVIRTUAL_CALL(_begin_customize_resources, p_platform, p_features, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Ref<Resource> EditorExportPlugin::_customize_resource(const Ref<Resource> &p_resource, const String &p_path) { | 
					
						
							|  |  |  | 	Ref<Resource> ret; | 
					
						
							| 
									
										
										
										
											2022-11-30 16:40:50 +01:00
										 |  |  | 	GDVIRTUAL_REQUIRED_CALL(_customize_resource, p_resource, p_path, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-12-20 15:49:11 -06:00
										 |  |  | bool EditorExportPlugin::_begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) { | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	bool ret = false; | 
					
						
							| 
									
										
										
										
											2022-10-18 18:47:44 +02:00
										 |  |  | 	GDVIRTUAL_CALL(_begin_customize_scenes, p_platform, p_features, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Node *EditorExportPlugin::_customize_scene(Node *p_root, const String &p_path) { | 
					
						
							|  |  |  | 	Node *ret = nullptr; | 
					
						
							| 
									
										
										
										
											2022-11-30 16:40:50 +01:00
										 |  |  | 	GDVIRTUAL_REQUIRED_CALL(_customize_scene, p_root, p_path, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uint64_t EditorExportPlugin::_get_customization_configuration_hash() const { | 
					
						
							|  |  |  | 	uint64_t ret = 0; | 
					
						
							| 
									
										
										
										
											2022-11-30 16:40:50 +01:00
										 |  |  | 	GDVIRTUAL_REQUIRED_CALL(_get_customization_configuration_hash, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::_end_customize_scenes() { | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_end_customize_scenes); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::_end_customize_resources() { | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_end_customize_resources); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String EditorExportPlugin::_get_name() const { | 
					
						
							|  |  |  | 	String ret; | 
					
						
							| 
									
										
										
										
											2022-11-30 16:40:50 +01:00
										 |  |  | 	GDVIRTUAL_REQUIRED_CALL(_get_name, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-12-20 15:49:11 -06:00
										 |  |  | PackedStringArray EditorExportPlugin::_get_export_features(const Ref<EditorExportPlatform> &p_platform, bool p_debug) const { | 
					
						
							|  |  |  | 	PackedStringArray ret; | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_get_export_features, p_platform, p_debug, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-02-08 13:36:02 +01:00
										 |  |  | void EditorExportPlugin::_get_export_options(const Ref<EditorExportPlatform> &p_platform, List<EditorExportPlatform::ExportOption> *r_options) const { | 
					
						
							|  |  |  | 	TypedArray<Dictionary> ret; | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_get_export_options, p_platform, ret); | 
					
						
							|  |  |  | 	for (int i = 0; i < ret.size(); i++) { | 
					
						
							|  |  |  | 		Dictionary option = ret[i]; | 
					
						
							|  |  |  | 		ERR_CONTINUE_MSG(!option.has("option"), "Missing required element 'option'"); | 
					
						
							|  |  |  | 		ERR_CONTINUE_MSG(!option.has("default_value"), "Missing required element 'default_value'"); | 
					
						
							|  |  |  | 		PropertyInfo property_info = PropertyInfo::from_dict(option["option"]); | 
					
						
							|  |  |  | 		Variant default_value = option["default_value"]; | 
					
						
							|  |  |  | 		bool update_visibility = option.has("update_visibility") && option["update_visibility"]; | 
					
						
							|  |  |  | 		r_options->push_back(EditorExportPlatform::ExportOption(property_info, default_value, update_visibility)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool EditorExportPlugin::_should_update_export_options(const Ref<EditorExportPlatform> &p_platform) const { | 
					
						
							|  |  |  | 	bool ret = false; | 
					
						
							|  |  |  | 	GDVIRTUAL_CALL(_should_update_export_options, p_platform, ret); | 
					
						
							|  |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | void EditorExportPlugin::_export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features) { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::_export_begin(const HashSet<String> &p_features, bool p_debug, const String &p_path, int p_flags) { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::skip() { | 
					
						
							|  |  |  | 	skipped = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void EditorExportPlugin::_bind_methods() { | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_shared_object", "path", "tags", "target"), &EditorExportPlugin::add_shared_object); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_project_static_lib", "path"), &EditorExportPlugin::add_ios_project_static_lib); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_file", "path", "file", "remap"), &EditorExportPlugin::add_file); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_framework", "path"), &EditorExportPlugin::add_ios_framework); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_embedded_framework", "path"), &EditorExportPlugin::add_ios_embedded_framework); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_plist_content", "plist_content"), &EditorExportPlugin::add_ios_plist_content); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_linker_flags", "flags"), &EditorExportPlugin::add_ios_linker_flags); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_bundle_file", "path"), &EditorExportPlugin::add_ios_bundle_file); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_ios_cpp_code", "code"), &EditorExportPlugin::add_ios_cpp_code); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_macos_plugin_file", "path"), &EditorExportPlugin::add_macos_plugin_file); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("skip"), &EditorExportPlugin::skip); | 
					
						
							| 
									
										
										
										
											2023-02-08 13:36:02 +01:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("get_option", "name"), &EditorExportPlugin::get_option); | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_export_file, "path", "type", "features"); | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_export_begin, "features", "is_debug", "path", "flags"); | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_export_end); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	GDVIRTUAL_BIND(_begin_customize_resources, "platform", "features"); | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_customize_resource, "resource", "path"); | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	GDVIRTUAL_BIND(_begin_customize_scenes, "platform", "features"); | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_customize_scene, "scene", "path"); | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	GDVIRTUAL_BIND(_get_customization_configuration_hash); | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	GDVIRTUAL_BIND(_end_customize_scenes); | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_end_customize_resources); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-02-08 13:36:02 +01:00
										 |  |  | 	GDVIRTUAL_BIND(_get_export_options, "platform"); | 
					
						
							|  |  |  | 	GDVIRTUAL_BIND(_should_update_export_options, "platform"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-02-07 22:33:19 +01:00
										 |  |  | 	GDVIRTUAL_BIND(_get_export_features, "platform", "debug"); | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | 	GDVIRTUAL_BIND(_get_name); | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
											
												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
											2022-08-31 11:12:42 +02:00
										 |  |  | EditorExportPlugin::EditorExportPlugin() { | 
					
						
							| 
									
										
										
										
											2022-05-08 10:46:53 +03:00
										 |  |  | 	EDITOR_DEF("export/ssh/ssh", ""); | 
					
						
							|  |  |  | 	EDITOR_DEF("export/ssh/scp", ""); | 
					
						
							| 
									
										
										
										
											2022-07-17 12:24:37 -05:00
										 |  |  | } |